Oh, why nobody like them Bavarians :( Seriously though, I think it's mostly a problem with hats, they make everything look modern-ish, a lot of people dislike that. The idea of a triangular robin hood cap can be a good solution to that.
Yeh his face is separate from the rest of the model. Thanks for the headsup, I'll have a play around see if it works. Currently I'm working on a hood for Kunkka to go with the set, but sculpting cloth is way harder than I anticipated, especially getting the weight of the cloth to look right. Also, on a side note... There's…
I have found two work arounds (thanks to kite212 :) ) 1: (load a hat) I can export an smd, and the textures show right in game (though bones are broken). Then I can copy those textures (from folder kite mentioned). Then export an FBX (bones work, tex broken). (use same import name so fbx over rides the smd import). Then…
So I would do something like this, let the normal do the work on a card like this, and you can pull middle point of the leaf thing to have some more height on it, but this alone could save a 100+ tris, you can also collapse more edges around the model like i have shown, and the green points show more collapse points I did…
@Neox: Ah, that would explain why I couldn't get what I wanted either :D I spent hours doing tests and nothing was changing. Is it alpha on the feather of his hat? I couldn't get the alpha working myself.
That mag sett looks pretty good but I think the colors are out of place, His palette is pretty cold. Design wise, I think (A) looks the best and the weapn should probably have a stronger end to it. ---- Quick desings for Storm's hat
Despite the fact that the set went out AWESOME, I must agree, but mostly for the chinese hat which i think broke a bit kunkka's pirate/capitan feeling. But the hair does the job pretty well for me, upvoted d00dz, keep it up!!
Starcofski, use this guide for creating the particles https://developer.valvesoftware.com/wiki/Particle_System_Overview. The fastest way is to use the default particle file as a template and adjust it to your liking. Almost done with the Witch Doctor hat, just need to adjust some colors and make the masks.
So I will use my gyro hat for example. The hat itself is skinned to the head bone 100%, then there are a few other parts skinned to other bones as needed. Then when I export I export either the entire scene, or select all the bones and the model and do an exported selected if I have both LOD's in the scene. It may not be…
How big can an item be? I don't really have any idea what I'm doing on all fronts, but I wanted to try making a hat for Tidehunter based on the giant extinct fish, dunklesteus. Here's what I had so far...