I'm pretty sure this is not the case anymore. I recently was doing lots with flat alphas in my masks, and the importer did not appear to throw out the alphas. mask 1 r and g should be pure black, the alpha is also not pure black, so you are giving it a glow mask 2 Your r is black so you are telling it no spec, you have 0…
So I'm making this thread because I have a lot of ideas. If anyone wants to collaborate with me on a certain item, just message me or reply below. Please do not make any of the items without asking permission first. I would greatly appreciate feedback and tips on how to get better. ==== Looking to collaborate in projects…
WIP pugna shoulder, comments :) . I can only get better if other people can see mistakes I can't see.... I also notice the color, its mainly about the masks...
I don't really understand the texturing after making the model, so it just turns out to be ugly. Maybe I should just go back to the original concept(I kind of deviated from it). So the thing I did looked pretty ugly(maybe its because i rendered it in blender instead of Dota2, or because I didn't follow my own concept -.-)…
So here are item concepts for slark http://i.imgur.com/9xg3X6g.png (Removing the image from the thread so I can put some new ones) The last dagger is hopefully going to be part of a set.
put a bone at 0,0 name it root skin mesh to bone export it all as a FBX export just the bone as an FBX ??? Profit :smokin: also this In reguards to your designs, give them more love! Right now I'm looking at both of these and they seem identical other then a hue change, For an earthshaker ward there should be some…
I'm writing this by memory and from my phone, so it may not be 100% accurate. First thing check that the object origin is at 0,the scale is at 1 and the rotation at 0 (at The top of the sidebar opened by "n"). Then go To The object panel in the sidebar and set the parent by selecting the model First, Then Bone and Then…