Hey @Noxicity , welcome to Polycount! It looks to me like it might be an issue with your UV unwrap. You might try welding up some of those seams. Alternatively, if you'd like to stick with the layout you've got, try modifying the normal angles, e.g. soften them up or reset to a default 30 degrees. Let us know if this…
I never worked on WK, and it seems like he should have detail map support, but check the vmt (material file) to see if detail map is enabled for him. Most heroes don't by default. If it's not, you'd have to do so yourself and submit the new material to Valve, but from my experience that is unlikely to get used and you're…
I've run into weirdness with this a few times. Make sure to run your mesh cleanup, and have clean uv's throughout your mesh. Also, try exporting an fbx with your UVs named with default 'Texture'. If that doesn't work, i'd try an export with your uv's named 'map1' since Maya looks for that. That used to be an issue with…
I'm confused by the linking of that breakdown, the default witch doctor is extremely bare (No shoulder item?), how does that breakdown compare to this http://www.dota2.com/store/itemdetails/20037 All the colors in the concept are derived from that image apart from the popping green? Apart from being slightly oversaturated,…
The only real suggestion I can give is to be careful at 3/4 shots. I assume this is in maya? Most renderers default their camera FOV to something very high, allowing you to see a lot when working but they foreshorten the crap out of individual assets. Whatever your final render is in; maya, marmoset, UDK, just be aware of…
Looks like your normal map is loaded as a bump map, not a normal map. If you're in max, make sure to load the "normal bump" material and then load the normal into that, instead of simply loading the normal map into the bump slot. Really you shouldn't be using the default material system/scanline renderer anyway, you should…
ok, simple test number 2: have you tried resetting the viewflags? Its the little down/arrow next to the P (forPerspective) in the viewport. There's a show>resetdefaults in there. Also: -do you see this when you playfromhere as well? -Did you edit the midday material instance at all? -Is the DominantDirectionalLight…
Assuming things are inside the content folder, they should be ok...so that's odd you're not seeing the meshes. When you close the editor and restart, do you get any errors? Are they placed in a sublevel that's not loaded by default? That gets me everytime. Additionally, you can toggle the 'G'key in editor to quickly…
What I love about DDO is that you can create your textures, plug in different source maps and quickly get awesome results. I find that if you have a good base normal map even the default presets can look really cool. Though I would obviously recommend heavy tweaking and creating custom presets. Real time saver in a…
Updated to March Build of UDK. Was previously using an early 2010 build...haha! The lighting was pretty jacked when coming over, so im starting again :) Ive replaced the main light with a "DominantDirectional" ((before was using a default Directional) which has seemed to fixed a hell of alot of the random blotchiness since…