@aivanov, Is there a simmillar tutorial for 3dsmax or Maya? Im just intrested in the compiling/decompiling process. Any if there is something i should keep in mind when modelling for Workshop games?
Is there a certain software they recommend us using? (Maya or 3dsmax) And do we need to make a separate texture sheet for the items or do we combine it with the hero UV space?
Last i checked Juggs source file downloaded from the requirements page was 10% smaller than the decompiled mesh when viewed in 3DSmax, not sure if this is whats causing your problem but it could be?
Sure you can export .FBX straight to ingame editor. Its a relatively smooth process and worked like a charm for a 3dsmax workflow, I didn't haveto open a single editor or textfile.
Hey all. What have I done wrong... I made the spear the same size as his default one from the fbx file in 3dsmax. scaling it bigger seems to have no effect on the size :/
got a questiong,but is mostly a confirmation I have seem in this thread someone mentioned that when baking normals with xnormal to put y to "-",meaning it have to be as x+ y- z+? because when I apply those normals in the object in 3dsmax it seems off,so maybe I thought I may be doing something wrong,or it just look that…
Did a quick test and have a test object aligning ok at this end, Its getting pretty late here but i will have time to do a small guide tomorrow. Just to confirm your using 3dsmax?, importing .smd files and exporting .fbx?