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Found 2 results

  1. Hi guys I really had an idea of creating something for Dota 2 workshop and I decided on a courier. I am familiar with softwares like 3ds max and 3d coat but I am a casual user and i don't understand some parts to do it till the end. Q1: How should character look? Should i split the parts of body of courier (legs, hands etc...) or I keep it as one part? Q2: What is the workflow? Dota 2 courier asks for max 3000 polygons model which is very low. I just don't understand how can you keep the details of the courier, but guys on workshop somehow does. When i try to retopo my high poly model into fewer polygons i just can't menage the details. Q3: I know that you somehow have to apply texture from high poly to low poly mesh but I don't understand how and there is not enough information online? Q4: I want to export model from 3d coat to 3ds max to animate, but when I do that materials dont apeear to be right, how to adjust it inside? I hope you guys can help and others who has similar ideas to create something for workshop can learn, feel free to send any links that might help, but personally I didn't find any real source of info that really explains everything step by step ( for dummies ) Thanks a lot!!!
  2. Hello I need some little advice to create a pbr material weathering effect. In Substance Designer there is a effect that is called ground dirt. What it does is realy simple, it makes an object dirty from bottom to top, and gets smoothed and loose opacity at the top. Like this, please ignore the colors, i know they are ugly. Now i have tried to rebuild this weathering effect with the new material editor, but i cant get it to work. My result This is the closest i could reach. Another shot with a different object. The main problem is the calculation more on bottom. Take a look into the Cube Picture from 3d coat. It looks like it calculates every face that is placed in XZ direction and then caluclates upwards in Y. You see it in the small cubes on the side. The inner upper part have dirt, but on the lower part it is clean. Or take a look into the monster picture. The feet are dirty, but not at the top, and then the body gets dirty again. It looks like the more on bottom option dont calculate the complede object, it calculates more the XZ faces and then it move the material up. It is nice for leaks but not for my dirt effect. Did anybody have an idea how i could create a ground dirt effect like that in substance designer or painter? Cheers Malo
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