Well my bad, i was sort of speaking to the general issue most people have right now. and I find it a little funny that some of the people complaining, have received favors from valve as well. for ex. Chemical Alia was invited to ti4, which gives him more exposure right? Why not invite every single workshop artist? Chemical…
I see some people are testing their items in-game by replacing models in the test client, as opposed to the Workshop previewer, and I assume this is the way to go if you want to equip your complete set at once? Could someone outline this process? I'd greatly appreciate it. EDIT: As I understand it, I'm supposed to unpack…
Hawf made it clear he did not want anyone to create his concepts without permission. You might have asked him, and he probably didn't respond, but that still doesn't give you the right to act in the way that you did. With that being said, the fact that you took his concept and just did it anyway shows you have no respect…
First of all grats to all who got some stuff in the game! Specially Anuxis jackpot! :thumbup: Yeah, i agree with shellnut on this. I'm not expecting to get my stuff in the game at all to be honest, if it does that's great but for me this is all about learning and to get better at zbrush mainly. I'm picking up a lot of good…
Hey I was wondering if anyone could help me out with a model im working on. Its a helmet and a surcoat for omniknight. Everything is done but ive been stuck on compiling for days. Im new to the valve stuff (mdls, compiling etc) and i cant seem to find any guides that really explain how it works. So, im stuck on compiling…
that what i was imagining the dota texture have some insane limitations, they are using just one map of 1024 x 1024 for each character, which leads to some really small textures to the objects to avoid those artifacts you should try to mirror the uvs to get more resolution also you could try to use more of the space, let…
When did i used the concepts without permision? You may want to check your facts first. Man, i wish. So what are you trying to say? That it takes no fantasy to turn 30x100 icon into a whole model? Or are you against reinforcing the artstyle valve created by using their own concepts in a natural way? Oh wait, what am i…
There is a way if you're in the beta: * Download GCFScape (http://nemesis.thewavelength.net/index.php?p=26) * Navigate to "C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota" and open the "pak01_dir.vpk" file with GCFScape * Extract the whole folder (or just "models\heroes\" if you don't intend on viewing them…
Maybe i'll go for half way, not much emotion in the nose anyway. (as stated very preliminary texturing and modeling) Axe had a lot of armor sets covering his face but i dunno, so early in this custom asset thing it's hard to tell what's acceptable and what isn't. It's easy to find out what fans want, valve... not so much.…
hey! first of all welcome! glad to know that polycount influenced you to start actually is a pretty good item that you starting with but i have some suggestions In dota,sometimes less is more, specially when you go over texture details. like the one you have the swords guard. When you render it looks nice but maybe in game…