I messed around with the concept and made this This is the high Poly sculpt Comments? Also, I'm wondering how to sculpt without getting artifacts on the edges. I tried just using the dynamic tessellation from both sculptris and blender but then it caused some artifacts on the edges. So the High-Poly sculpt was a result…
I use blender for the base mesh and the general proportions. I use sculptris for the details. I'm still inexperienced in sculpting so it isn't as great as others.
You have to rig it to the existing 'weapon_2' bone and it has to be aligned with the default weapon. Before you skin it to the bone, delete history and freeze transforms too, or whatever that would translate to in Blender
The import to Dota 2 works, but my item is invisible... Why is this happening? Does it have something to do with rigging? If so, how would I rig properly? Does it have something to do with scale? How do I fix it? I use blender. Can somebody help me?
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 -.-)…