Looks really great! Thanks Andrew, your right the texture really needed some work. I tried out a lot of different things, also talked with mango about how we can push the item. He had the idea of changing the rounds into gold so it stands out more. Here are the results so far, i would love to hear which version u guys like…
anyone else concerned that Anuxi who posts to this here thread will see this? I love her work, I've bought her sets, i hope nothing i said prior could be misconstrued as shit talking. the only thing I will not take back and DID mean. was the Anuxi feather count to cash amount algorithm that shit is real and nobody can tell…
Cheers Largs. @feracon, thanks for the links mate, I definately know what you mean when you talk about the design. Original concept I drew was impossible to make due to poly limit, I was assuming limits were poly's not tris... Anyhow, I'll finish this item for the sake of it now and see how it goes. But I will keep in mind…
@TriggerHappyPuppy: The workshop preview sometimes strips out particles for items if it has the possibility of looking bad with clipping etc. If you want to see it with the particles compiling it and overwriting the default model works most of the time. Then you can take screenshots or whatever you need to do in a locally…
I've got lunch with them next week to talk about the workshop stuff they've been doing to give feedback and what not (I work at weta digital, weta workshop handles the dota2 stuff). So hopefully after that there will be some better direction / more fitting items, I think they're approaching it like TF2 where the items are…
I was talking to Ritz earlier and he told me he doesn't 100% remember. It had something to do with tricking the importer by messing with the vmt files of an already existing imported item. It was over a year ago so he doesn't 100% recall how he did it, but he's settling down from a big move to Japan so he'll hopefully be…
I was wondering if anyone would be interested in chiming in for a preview interview, where you can showcase all your work in one article, alongside one or two more artists (this is different from my planned group interview, which is more comprehensive). You can link others to me and I'll link others to you. Win-win. This…
@chiniara Looks pretty good in game but I can def see what you are talking about with the normals. The gold part on the sword doesn't appear to have even lighting and the blade has a consistant spec. I would try limiting the spec to the tip of blade maybe. @taumich yeah it was the w throwing me off. I would recommend…
Keep working on it. Provided your presentation and quality of work is better it will get the recognition it deserves. I assume the one you were talking about is this one; http://steamcommunity.com/sharedfiles/filedetails/?id=139346379&searchtext= I hope this isn't anyone on Polycount but I feel you could do a much better…
I had the same issue. It looks like the default weapon does this as well to quite some degree. It looks best when running, but when Bristleback is standing idle or attacking, it's just going to clip im afraid. my guess is that it has something to do with the collider on the head of the mace, but i dont know of anyway to…