hey guys for people experiencing problems with transparent model in game its probably for the wrong path of the texture before exporting some people asked for help with the same problem, so i think it worth sharing the solution on maya just add a simple lambert with the vtm file as the diffuse map like this one the path is…
I'm trying to understand you, but I can not. What is your issue here? First you're against cleavage and now you don't like that Valve doesn't use cheap tricks like that? Pick a side and stick with it. =_=" I'm not saying Valve doesn't care about the game, they do (for fucks sake look at Dota, it's magnificent :D ). But…
Wow, Dota workshop is Brutal! My stats keep going down (one is at 50/50 right now). Never had it this bad at TF2. Anyone mind giving me a critique on my items. I know they don't compete with a lot of stuff on there but the staff has very little room for large details. The hair, well it's mostly hair but it sticks to his…
Hey guys @Tvidotto Its soo good ,the weapons actually makes courier fit both the radiant and dire side.Nice texture. You where planing to add particles rite? @ionic for a 1st item , its great:D @Paskie Looks good in-game, but i think the staff has too much black part.…
Looking at your giant post of ideas, I'd say you've gotten significantly better from your first item to your most recent item. Just stick with it. If you feel you can model/sculpt/uv well, but don't create great ideas.. find a concept artist to work with. I draw really well, and model well, but I'm not a great concept…
Looking for some serious crits on this thing. I have received some comments that the texture is a bit 'plain' or might just look like a blob in game. It's not quite finished, I still need to paint the dots on the legs, and i'm going to redo them on the back of shell and tail (larger details). A comparison to the original…
Rough Undying ward sketch/wip Will be modelled asap, hence i shall update. Having doubts about the darkblue vs a desaturated green zombie color scheme :3 I guess I have to stick with the default color pallete. Also, is the hand thing relevant in the Dota universe? (I'm guessing that such a thing is used in the…
I'm looking into it now; I'll see if I can get a basic item working over the next day and document the process for others to follow. For now I'm starting off with these for some good reading... https://developer.valvesoftware.com/wiki/Particle_System_Overview https://developer.valvesoftware.com/wiki/Particle_Editor…
Hey everyone, I'm having huge problems getting the tail of my SK set to actually stick to his body mesh in-game, not in any 3D package though, there it works perfectly fine. I'm really out of ideas what could be causing it, for i have done the weighting (copying the values from the original files for my vertices on the…
I've just played around with that alpha, setting it to a variety of different shades and none of them have any effect on the specularity in game. My colour and normal maps are working fine, but it seems like mask1 and mask2 aren't having any effect. I've even tried using masks that are plain black (with the requisite white…