like this! look the gray thing point, on the bottom image the normal seams to have a problem with flipped normals, everytime that happened with me i made another bake and blended on photoshop to " fix" but look how they act in dota Alec from Handplane shared me this and at first i didnt believe him =]
I don't believe that makes uploading a promo pic necessary - because if Valve intends to promote it on the front page they'll still create a promo pic for you. They did one for Coyo.te's Frozen Stein item for the polycount chest for e.g., and imo that promo pic suits the game better than some of the custom promo pics for…
Yeah, I've put disclaimer on description on this latest one, but I believe there shouldn't be a lot of problem with us regular artists around, I think that's more preventive measure against art theft and similar. Still freaky, I wanted this one to be huuuuuuuuuuuge poster, but oh well. Here is tiny miny version!
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.
I believe certain heroes that already have a lot of cosmetics implemented (such as Axe, Nature's Prophet, and Sven) were excluded from the contest. You can still submit NP items to the workshop, but I'd check out what he already has--the horns and shoulders look somewhat similar to items that are already in-game.
currently there is no support for custom particle effects. If the hero supports it (and i believe antimage does) you can create a mesh for the vertex bound fx. You've got to make the object a single polygon, and there will be one emitter per vertex. If it's supported with the hero there will be an upload option for an FX…
Got this guy ingame, just finalizing some of the color and am going to switch to the second item for ES i got planned. That 300 tri budget is lame though, 1700 on the belt is crazy high to. haha oh well oh also, i am now a believer of the polypaint workflow, very nice to work with.
Personally I believe that's that become of this thread now that we've gotten our own section of the forum. Originally we only had this one thread, everything dota workshop was discussed there. Now just about anyone has their own threads, and we have a deciated tutorial thread. Things just got more spread out.
I can't believe I actually uploaded it like that last night, really shows the dangers of fatiuge! anyway got masks working but i can't figure out which colour on what mask is causing the white light on the top, horns and around the emblem... thoughts on it like this? I think its a bit too shiney
Add some influence from what I believe would be either the neck or chest bone on the bottom verts of the neck, that should fix your issue. Looks really awesome, I really like the style of the helm! I also think you also experiment with adding the animated textures to the frilly part at the top of the helm