Thanks! I'm really surprised by the excellent reception to that simple hat. It's already on the front page of Top Rated All-Rime. I didn't start work on anything new today but I did go back and edit this old thing. I reduced the size of the ears to a more appropriate Dota2 size. They're about the same size now as Templar…
Hey guys @Tvidotto Its soo good ,the weapons actually makes courier fit both the radiant and dire side.Nice texture. You where planing to add particles rite? @ionic for a 1st item , its great:D @Paskie Looks good in-game, but i think the staff has too much black part.…
@Zip Oh there is cool env visible on the metal parts of the belt. You should mask the gem in similar way, would look awesome!! :) @Reyne By doing so and having gem floating on top you don't need to care how you will to connect it to your belt. Your saving a lot of triangles, you have simple topology of your mesh and you…
So i ran into another issue last night. I did some texture work on my weapon for Slark, and i went back into the model to nudge it into a better position in his hand - but when i Re-exported it both meshes were tiny little specs floating where the pivot is (0,0,0 sits a bit above the handle on the blade) just behind…
Quick question: How do you bind your item to the correct slot with the new Dota2 export method? I smooth bound my monocle to Kunkka's head joint, and i rotated the joint and observed that it followed the rest of the model as intended, but the skeleton joint binding data in my item must have been lost or corrupted somewhere…
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…
"I can very clearly see the jaggy edges of the models in that picture, as well the smudgy texture in one the blue parts, the author was simply clever enough to play within the limitations of the the stuff to make things pop."- not true at all. "No shit, they get compiled."--no, you start with the 256 or you would get…
That is what the model will look in the Hero selection screen when you have everything set to Max (AF is also important). 512px at LOD0 per piece sounds pretty doable to me, with 256px and LOD1 for ingame, I don't understand what the problem is here. I can very clearly see the jaggy edges of the models in that picture, as…