And what is most confusing about dota normals is that on the technical page there is false information as well: "The "_normal" texture should be 24-bit and use the 3dsmax format(red channel is left; green is up; blue is top). If you aren't creating a custom normal map, use a flat normal color (128,128,255)." Its not true,…
Kamaki: I am waiting for zoom and portrait view test. They will add these stuff but you know, it is just in beta right now. With the help of Tvidotto and one guy from facepunch I managed to test my item in the game!!! Thanks guys very much. The model is pretty average but for me this is really big step and nice experience…
Im seeing a fair few people having problems with 3dsmax and Dota 2 import/exports, usually resulting in invisible or floating items. I'm Hoping i can help a few people out by outlining my basic workflow here with 3DSmax .smd - .fbx import export steps. In this example im using the obsidian destroyer, but the same basic…
@Kraken Option 1 for me. I like that it's not entirely green and makes it a bit easier on the eyes. But that's just for the item alone. I think the full blown green works better for the set because, well verything is full blown green. Either case I would still go for option 1. Nearing the end of textures and shaders for my…
Hi everyone. I couldn't finish my lancer set in time for the contest but recently i've finished texturing the parts and they are ready to go, except for one small fault. For some reason, my normal maps don't seem to work well in steam engine. I've baked them in 3dsMAX, the channels are the same as MAX viewport, they are…
I'm not going to submit it(at least soon) because I had some UV's problems, some newbie mistakes, etc, and I dont like to submit work which isn't done correctly. For submitting it I have to remap it and that means re-working the texture, and im not in the mood to re-work that again, I prefer to start another item :D About…
I am having problem importing a item into dota,I follow all steps and the item is compiled susscesfully but it appears out of position,look at screenshots when importing the fbx from max it appears like some distance above,and when importing from xsi it appears smaller and whit diferent orientation like the second…
Hi all i'm a new rookie . i have only one month using 3dsmax. i have created something but i still don't know many things. PLS IF ANY ONE CAN CREATE A VIDEO TUTORIAL THAT EXPLAINS HOW IS CREATED AN ITEM FOR D.O.T.A 2 FROM THE BEGINNING TILL THE IS READY FOR GAME PLAY I BEG U. I HAVE THIS HEAD FOR SVEN IS NOT OVER YET IT…
@Hideous : What I usually do(this may not be the best workflow for sure, its just the one I use) is : 1º : Highpoly in 3dsmax, basically making the general shape and putting support loops so the subdivision in Zbrush doesn't destroys it. 2º : Export it to Zbrush, add all the detail I want. 3º : Export the Highpoly from…
@Bronto - i fucking love the pudge item. @Tvidotto - I noticed on Axe and Tidehunter some of the animations had errors (heads twisting around, arms pokeing to the side) and im just wondering if maybe your running into some of that with the turn animation? the last time i selected the turn animation in the submission window…