The face plates on 2 and 3 make him look like a foot soldier(from ninja turtles) and aren't helping him look like he's on the light side imo. I like the negative space you created with the interior of #5 and the vertical war paint from #1. #4 might be the safest bet since most of his face isn't hidden behind visors like…
Ghost: Looks good but I think some stronger edge highlights would make the details pop a bit more, it looks a little flat at the moment. Mdk: Agree with vertical, Treant's base model has very soft AO for the bark lines, I think lightening them up would help it blend into the base better :) Got some textures for the Lina…
@vertical: Well as far as I'm aware the student license allows you to use the software non-commercially, so until the moment it makes money then you are within your licensing agreement. If you do make money with it then I am sure you could immediately upgrade. Just a thought. Not that I am saying it is the best course of…
Always paint the vertices with some animation (I use idle and run animations most). I don't know what software you're using but in 3ds max there is a modifier called "Skin wrap" that lets you copy vertex weights from one model to another, you can use something like that to copy the weights from Juggernaut's torso model. If…
So I tried importing my blades into the game and all seems well. I made a quick temporary particle which has vertices only at the hilt. Yet I still get this forced flame along the blade, which can clearly be seen on the Offhand weapon. The mainhand doesn't show this issue after I clicked "Additional Items" and picked it…
The vertical edge is the sharp edge. Yeah, the blade might be a bit short, can fix that after baking though, thankfully. The blade looks shorter because the face hilt thing takes up so much space, shall need to play around with those proportions. And the hair's looking good! I think the definition of everything past the…
@ lancemaker Ummm. Great work getting it in game and putting out the info. That is so helpful. @ RaYfIre This is something I had to figure out as well. My original first set was complete wrong, because the real definition of LOD had to do with a vertices count, but valve means tris. You just have to adapt. Sorry about…
Nevermind I fixed it :P The rig was being imported in FBX with the wrong unit conversion Trying to see if any of you know how to fix this issue. I have submitted things in the past to the workshop and haven't had an issue like this. Making some Proportion Tests for a mount on CK and the Rig Seems to be scaling the mounts…
How does one go about submitting an item for a model that has not been broken up into separate files? For example, Omniknight it entirely part of one smd unlike the newer breakdowns such as with Windrunner. I only made changes to his head (so essentially a head slot item) and none to the rest of his body or weapon. Should…
I don't use that program but I'm going to guess at either a problem forming the vertices going from MDL to SMD with the StudioCompiler (Did you do the renaming thing? And what SDK did you configure it to use?), or maybe bones causing the problem. Do you have an option to skip animations when importing? When I imported…