I have been playing it safe with overlapping UV's, and re aligning them in the 0-1 UV space due to Dota 2 combining a heros/items textures at some point. See quote below from the requirements page "In general, you can push an item's UVs to the texture borders closer than usual because hero's and item's textures all added…
Thanks Tvidotto, but I almost tried out every tutorial ou there. I do use the .qc files which I decompiled with the studiocompiler, that's also how I got the model. But I was wrong about one thing if I tried to use the EP1 from the source sdk path i got the error that GUISTudioMDL couldn't find the gameconfig, after…
1- you can use a maya or a 3dmax shader, look for the hero shader some guys made here in the polycount forum 2- yes, you can implement the whole set in game, look for a tutorial a guy called !nz compiled about it, its in this thread 3- do your lod0 with uvs and make your lod1 extracting some polygons from lod0, take care…
Look, thats my brothers set and I do agree that the horse has some uv space issues, but comparing it to the penguin is too far of an over-exaggeration, and you are just being rude. To be quite frank, I think the resolution on the horse is borderline acceptable to fit in the dota 2 realm. and not to mention, the resolution…
I think Valve mentioned in a recent update that all heroes would get their $alphatest set to 1. If you submitted an item with a 32-bit diffuse that was already accepted (and had done a transparency map) then I'd imagine that after this update gets rolled out, some older items should gain their alpha maps. It doesn't seem…
You know, as someone who frequently ran into issues with textures, I would suggest you paint a white and a black value over two pieces (and observe the three different colors side-by-side). If the gold reflection triggers at all, you can then decide from there, (but I always include a white and black dot to give scale).…
i get your point, i was paranoid and sounds very harsh in the previous post in hte recent prosomogy recent design. my bad. i already alter the post and put suggestion. also because that time when i first draw void's set ver.1 (i think it is quite unique) http://i.imgur.com/MklUXHI.png and i got told i'm doing same thing…
1) Giving critique is one thing, but forcing people to follow your own pipeline is dumb, especially when it's not working well for you. 2) It was ovbiously a bold joke a he deleted it almost immediatly after hawf saw it. Also it was more or less an act of help after hawf wrote a big post about how much he works and that…
So... I am trying to get cloth to work and I am running into a few issues. I can't find much resource online - so if anyone can point me in the right direction it would be appreciated. I have cloth "working" in terms of being able to load it into HLMV but the result is not what I am looking for. All of the bone chains, or…
someone did mentioned before my model has alot messy geometry , n-gon or tri not suitable for sculpting . well i am not sure what to do , hence I give a try on sculpting . Unfortunately , I had encountered a problem . From the 1st image ( sub divided 7 times ), the edges was sculpt with normal sculpting tool in zbrush .…