Hey guys... I'm having MASSIVE trouble trying to get a sword in game for dragon knight. I haven't used the workshop tools for about a year, and I haven't done it with dragon knight before... Well, here's what it looks like in 3dsmax, right with his default sword: And this is what it looks like in game: I've tried so much…
@aNarchy Read the whole forum: I posted some answers to the mask a few posts up. As far as the animation, the whole animation included in the MA file is an item on the floor to the heroes hand. If you push play, you might see that animation that is simply keyed in. If you select the bones, you will notice they are…
Hey guys updates on my new courier i tried to add feathers to the owl´s wings with a lot of different tecniques but i decided to do that on photoshop later with the help of the ndo2 plugin the fur was hard too, i was looking for the style of the juggernaut dog´s fur and took a long time to get the result that i wanted i…
For those that are having problems with the fbx imports. this is how i do it : first : decompile the part that u need. If u need the weapon, decompile it from the game then import to maya and then bind it to your model. Dont forget to delete history and freeze transformations. Clean all trash data from your model. Check…
@ExpositionFairy about the hipoly sculpting your friend must have something mistaken. For example ZBrush (most popular sculpting software) is 32-bit and don't support more than 4GB of ram as far as I know. Even if you would like to manualy model hipoly models in 3dmax/maya/blender 8GB of ram should be more than enought for…
Xnormal bakes very quick normal/AO maps because it isn't running a viewport, which also means your high poly model can be as large as zbrush can handle and xnormal won't really have a problem with it. When you bake you normals do you create a cage mesh in max/maya and import it as an external cage in Xnormal. This is a…
@zicoV Great start on the simple staff. @Qwiggalo Anonymity is the best policy. @Tvidotto Zbrush workflow. That is a big undertaking, but there are point select features, as you are able to make a small brush size and turn on point select, as well as a MOVE brush. Under the TRANSFORM panel there are a number of settings…
Thanks for all the help guys. I've gathered all of the info that I was able to pick up on in this thread and made a tutorial for my process of compiling (disclaimer: there are probably better ways). If you have anything to add or correct, please let me know. Maya 2012 is used for modeling/exporting. 1. Setting up your…
Alright, last ditch effort: Here's my entire compiling process step by step. Please tell me where I'm fucking up. I have my Maya project at "G: \Personal\Dota2\DragonKnight" which I'll abbreviate as "PROJECT". I have Dota 2 installed at "C: \Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota" which I'll abbreviate…