i work like this: polypaint on highres mesh using zapplink or spotlight, you need to sample a main colors from your hero. bake paint and cavity, occlusion maps to lowpoly combine them in photoshop using layers, softlight or multiply tweak colors a little, channels, etc.
If you are determined to do something with clothes, I suggest you use them on the part that has least movement. That could be some wraps around the part that connects the wings to her back or some cloth draping from sides etc. In it's current form, it would look weird with the stretches.
Arg, that didn't seem to work. I fiddled with it a bit, now the game is just giving me "Import failed" when it tries to compile the model. I can't figure out why it's failing, it offers no explanation as to why, just "Error: compile failed". Is there a tutorial I can follow on how to take a model through the whole process?…
Great work everyone, pat yourself on the shoulder and keep going! Animation gurus, please fill me in on how would I approach animation using 3ds Max? Character animation in particular. I would like to know every little thing there is from controllers, etc. Thanks a bunch!
@Shock Question is if hosts of this 25k prize pool tournament can be trusted? I mean its always easier to blame Valve/set etc. I wonder why haven't they asked "why?" themselves in the first place. Also there is always a possibility that fully customized set is to much for 25k ticket.
thanks guys for the comments apart from obvious things like checking the integrity of the cache, updating drivers etc, i have only one idea. I had a weird bug where the in game preview would incorrectly display the specular. the thing that fixed it was changing the display settings to window mode.
Guys ive got a question ... I usually render my maps ( AO , Normals etc. ) in Zbrush using multimap exporter. I gave xNormal a try but as far as i can tell , it gave me much worse results ( with all different settings). Why are the pros using xNormal anyways ?
The payment information is your bank details etc. You can find the link to it on your workshop page. It's on the right hand side, above the View Legal Agreement link. You don't have to stress to much, they will hold onto your money until you fill out the information. Oh, and congrats!:)
more work in progress - crits/suggestions etc welcome over in my workshop thread P.s. if i wanted to do an evil/dire alternate version (e.g. a texture variant and/or a modified head model) could i do that as part of one submission or would it have to be broken up into 2 seperate characters?
They will work for the high-detail models, which show up in menus, zooming in on the character etc. It's called the portrait geometry I believe in the uploader. For the low-detail model seen from the top-down view in-game you'll need to delete edges until you get your tri count down yes.