Yeah, I was using .fbx. Anyway, I figured it out after Googling a bit. I didn't triangulate the model and there was a pesky 5 sided polygon screwing everything up. Patched it up and now it's good to go! If anyone wants to take a look: It's pretty much the first model I fully finish, hopefully it looks good.
@Carbonated I don't see in your screens the areas you're seeing inside the model. Usually this is due to your face normals being inside-out. One one side of a polygon is "viewable/rendered" and receives light. If you go Display>Polygons>Face Normals, you will now see a spike representing the normal and its' set direction…
Hello guys. I was modelling my first item and ran into one problem when importing the item into Zbrush. Here's some pictures: Also, when I import into Zbrush I get a message about non-standard polygons and asks me about converting them into tris. I accept it, but as you can see, some faces are missing. :/
Usually i go highpoly to low only because it allow me to prototype in zbrush directly without caring too much about keeping the original volumes. You can change the main shapes very quickly and then do a quick retopology with the right polygonal detail in the point where you need them. Usually is hard to know earlier in my…
Guys, the files which Valve give us are LOD0? So if it have 300 faces in .obj does it means +-600 polygons in smd(triangles) file? I am little bit depressed over this, because it really means my models are pretty much useless to work with. Can someone ask this and show me his wire for lod1(used in game)? Thanks very much.
The in-game compiler not only counts it's polygons as triangles, but it also uses the LOD1 budget, not LOD0. Point in case, the in-game compiler needs some refinement to get the proper budgets and have it match up with what's written on the workshop's website. Just edit your script if you need a higher budget, or even if…
That is correct. This morning I tried altering the model at the polygon level and reapplying UVs and the Skin, got this; http://i.imgur.com/52eTl.png now I just have to figure out how to turn it and redo ALL the UVs. EDIT: Nevermind, it's back in the body again. All the other stuff is facing similar misplacement issues as…
Bronto, I had that same problem It pissed me off at first, because Valve says that they don't support double sided polygons, yet Windrunner's cape is one sided. Someone else mentioned that while the engine does support it, Valve may want to reduce the number of items utilizing it because of the resource usage. Technically…
Nah he means that if there's a cape, you can see it from one side but it won't appear from the other side. I know Omniknights cape and stuff is two sides, so 2 polygons occupy the same world space, just with opposite directional faces. If the Drow Cape isn't 2 sides, then how visible is it when looking at the invisible…
Ahoburg, both are fine, but know that the polygon limit is in tris. 400 quads is actually 800 tris (every square is composed of two triangles). While you don't have to manually triangulate your mesh, know that the triangles are there already. Use mirrored UVs as much as you can to increase your texture resolution. I'd…