2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.
Nice windrunner HK :) I like it :D What size are you making the textures at? Or is you rviewport texture res capped at 512? Onilolz damm that lick is coming along nicely man! Day 2, made some more items highpolys
He probably sacrificed a lot of the texture res on the handle so that the blade could be so sharp. But even so it's stunning that he can use the game-res textures for the 512 pic and it still looks so good. UV mapping really is an art in itself.
Alot of dota items are pretty clean, but it is all about balance :) as for the seams they probably don't show in game, i just meant in the promo, viewport shaders tend to do this sometimes. You probablly dont see them in the 512 image, but they are mor noticable in the larger one posted
Some questions here ^^ : Hi there ... kind of new around here, just saw the dota 2 workshop like two days ago and tried to give it a spin. I kind of tried to make a riki knife, the model actually wen pretty well But I kind of ran into some questions... 1st one is just a question : on the requirements I see that my model…
Finished off the medusa tail I'd been working on for the November competition. Missed the deadline, but the extra time to polish the item itself was much needed. Not quite satisfied with the 512 image, but it'll have to do for now :/ Also, the piece itself looks a little underwhelming. I suppose working on showcase pieces…
:thumbup: Completely correct. ZBrush is a x86 application so even on x64 machines it cannot address more than 4GB of ram on the system. Another point to make on ZBrush is that it will magically compress the memory, and can be done so manually. I don't remember the default but if you have lower resources I would recommend…
I was going to polish the textures on my CK items that i had submitted a long time ago since it was the first items i made. Sadly i could not use ingame compiler that i had used before. Seems like they took away that option to enable the heroes in the scripts somehow. Good news is that i found the budget on his items. I'm…
Hello, I wrote a few Photoshop CS5 scripts to help speed things up a bit when working with masks. Please try them out and send me your feedback. DOTA2_Mask_Maker.jsx DOTA2_Mask_Exp.jsx SaveQuarter.jsx Install* Download the files linked above and save them in your Photoshop presets/scripts directory * Should be similar to,…