@Tvidotto I suggest a lot more texture work. Are you using zbrush for your normal generation and textures? Starting with the owl, I think you need to use the detail masks and break down the coloring for the wings to patterns from dark to light to create an artificial contrast. I also suggest making the owl have a snow cap.…
@mihalceanu you have good eye, it was made exactly as you said. Anyway I have made a quick wip for anyone interested :) 1. made a line that will be the shape of sleeve end 2,3. Use drag-rect brush with 2 custom made alphas (big and small sort of flames_ 4. removed the line and sharpened alpha with couple of ctrl+alt+click…
KONRAS: the tool that will help you the most is the tool i have released to create a Dota asset in one click with all his textures. :) And you can paint on your model and see the specularity in real time while you paint it. Everything is done automatically that mean once you launch my script you are ready to paint the…
Thanks for all the help guys. I've gathered all of the info that I was able to pick up on in this thread and made a tutorial for my process of compiling (disclaimer: there are probably better ways). If you have anything to add or correct, please let me know. Maya 2012 is used for modeling/exporting. 1. Setting up your…
Thanks for all the answers!! Quite useful knowledge all around for someone who has never attempted anything more than simple weapons/armor... I guess I should explain what I meant in question 2. What I'm talking about is what makes the ground and flying versions different, namely the pose that the courier's body is in. I…
Xnormal bakes very quick normal/AO maps because it isn't running a viewport, which also means your high poly model can be as large as zbrush can handle and xnormal won't really have a problem with it. When you bake you normals do you create a cage mesh in max/maya and import it as an external cage in Xnormal. This is a…
Thanks! i actually tried something new and rendered it in zbrush, it gives bunch of nice masks and you can bake the lighting and materials and on and on. Might as well share the wisdom. First of all, you import the hero model you decompiled/got in the archive. Then you import/merge your items and they should stick if you…
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…
You'll need to use a sequence blend: https://developer.valvesoftware.com/wiki/Blend_sequence Your .qc will look something like this (UNTESTED, SO NO PROMISES): //Model definition Stuff ^// Ground animation requirements$sequence run "run.smd" fps 30$sequence idle "idle.smd" fps 30$sequence death "death.smd" fps 30$sequence…
Hey, maybe you guys can help me with some technical issues I've been having on my outworld destroyer set... or maybe you can tell me that this idea is simply not possible at dota 2 texture resolutions, either answer would help. I had an idea for armor that I thought was great but the 256x256 texture resolution and the…