does anyone know if alphas/transparency work in Dota2? (like for how you initially model leaves etc.) I tried to Google it but cant find a straight answer
Here's my latest and only contribution so far. I collaborated with Sparkwire on it and we finished it up the other day. Spark did the high poly, low poly, compile and submission. I did the bakes, textures and presentations. :) Also, if you want to know how to get your thingy into the Dota2 item tester, it's as simple as…
As far as i am aware Dota2 source engine does not support jiggle bones. You would need to fake it by rigging to another bone that may give a sense of jiggle
Hi guys, this is my very first asset, done in my spare time for testing the dota2 procedure, critics welcome! The link: http://steamcommunity.com/sharedfiles/filedetails/?id=187591228
The new patch of dota2 automaticaly compile it, you just need .smd for lod1(lod0 is optional) and 4 textures .tga, all under the specifications(number of polys and texture size).
Hi guys. I'm currently making some items for dota2, but i have some problems with the textures. If any texture artist is interested in some work, let me know :)
You actually can buy it, Justin. They have an Early Access package for $40 I think on the Dota2 Store. http://www.dota2.com/store/itemdetails/57939587?appid=570
Quick question: I wanna render out a lightmap with pointlights in blender. The dota2 textureguide recommends something with good specular highlights. Anyone got a good couple of settings for that under blender?