In that case, it would be better if you created a more complex model for lod0 and remap your uvw's, then remove some of those vertices and create the lod1. You can use the extra vertices in the curved areas, they are really lacking smoothness right now. Just consider which vertices you will be removing along the process so…
next steps =] the high poly to get the normal map later, take care to not change much the overall shape, or you will need to change your low poly to fit the high poly on the low poly: smooth the normals that should be smoothed unwrap create the normal map with xnormals or any other program ocllusion bake to help texture…
We have just started to add support for effects as economy items and support for them in general on existing items. There are a number of additional things we'd like to add to this basic level of effect customization for items in addition to full blown effect authoring as time goes on. This should ramp up quickly, but…
This is my second submission to the Steam Workshop for Dota 2. The Silencer Hidden Talent set was wildly successful and this one has been a long time coming. I really went out of my box by using Zbrush to do all of the sculpts for it. I learned so much working on it and all the time spent was totally worth it. As before I…
Hey man! Im on the phone so i will resume. Later i can explain better I exported my model from maya using the smd exporter that comes with SFM Converted the textures to vtf file and created the vtm file using vtfedit program Compiled the smd files using a .qc file and the guistudio program Then replaced the files created…