damio - ideally you triangulate your mesh before you bake your normal's. The automated connecting/creation of triangles can give you undesirable results, when you connect them yourself you control exactly which verts are connected. This is one of thos situations where depending on your mesh letting the engine or exporter…
Ah that's really good to know Mark, personally going to be trying to get my set in engine soon for some higher end tweaks. Speaking of which could use some feedback from you guys: Pretty happy with where it's at right now but i sorta feel like the set lacks a bit of oompf and not really sure how i should go about adding…
Do the exported characters come out in pieces that you're meant to replace? Personally I have a hard enough time just getting things into the source engine, so if you were willing it would be amazing if you could upload a Tidehunter or Juggernaut for me. On a related note I was wondering if there was a team of kind souls…
After a month of work, BladeofAvilliva, Fudgie Wudgie, Slimeface, and I finally finished our Skywrath and Venge pair for CNY. Here's a high res turntable. http://gfycat.com/UnfitThreadbareGreatdane#?format=gif Unfortunately I couldn't get the transparency to work on the wings because of the way the textures are merged when…
I don't use mudbox, but if I did I would not bake my normals in it. Bake in xNormal, or for really good results bake an object space normal in xNormal, and use handplane to render a normal just for the source engine, because at the end of the day that is what matters most, how it looks in game. Just use mudbox to make your…
You might have some bones in the waist weighted to the legs, if anything it might be the vertex influence limit, most engines (including source) will only allow up to 4 bones to influence a single vertex, so you might need to prune the weights a bit, there are some good plugins that can automatically clean up and normalize…
@Zipfinator i would definetly put another color correction layer on top of your diffuse, to adjust the overall tone, so the colors suit slardars skin color more. right now the armor feels kinda detached from him. although this is a case where you should definetly check in game how it all looks with light and stuff. im not…
im not completly shure about what im saying but acording with this blog : http://wyksblog.com/getting-started-dota-2-cosmetics/ we dont even need to compile it. and it might be true with this other info from http://dota2.com/workshop/requirements?l=portuguese : General Submission Requirements For geometry source content,…
Thank you mister! :) I'll wait for the full version of your tutorial. I have a few questions if you dont mind. 1)In the first video i saw you using the Pralls tool for Maya. Can you please provide a link where i can get one? The links in Source engine wiki are dead. 2)Is there a wat to play Valve's default hero animation…
(modified previous post) okay my fault, my "similarity" search engine set too high till i look at things i will judge on basic shape first instead of element/theme of the item. Because i'm headache for thinking a unique shape hook for pudge set... and being a little tension when reading the Prosomogy's recent post about…