In Bleder, even using a multiresolution mesh, you can keep hard edges by beveling (Ctrl+B) its corner edges, fairly simple, there's no need for separating the meshes.
Anyone rigged a tide offhand recently? Getting a stiff object no matter what :/ Even when I import the default file! Makes it hard to try a proof of concept.
Any comment for this guys: http://www.reddit.com/r/DotA2/comments/20js2b/what_the_hell_is_joindota_thinking_promoting/ ? I think it will very hard for newbie users to get more votes without promotion
@Ashot: as far as I can tell your normals are not hard on the edges, meaning the game tries to smooth them and produces that shadow. And it's in the turntable as well, just not so prominent.
If you're using max or zbrush, you can model using Nurms sub-d, smoothing by smooth-groups, and export that to Zbrush and reconstruct sub-divisions - that will retain your hard edges when you further sub-divide in Zbrush. If you're just using zbrush, I use a combination of Dam Standard and Trim Dynamic brushes to get hard…
Awesome stuff! I really love the texture work for this set. I'm actually working on a Legion Commander set as well. It's turning out to be really good hard surface practice:
because it's hard to pull off dota's shader style in blender. also on an unrelated note I'd like to say Happy birthday Anuxi, going by what deviantart is telling me