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Grundades
16 oktober 2012
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Alla diskussioner > Dota 2 Modeling > Ämnesdetaljer
Need critics and Self-Illumination mask issue
So after a hundred times of trial and error, I managed to make something that satisfy me ( or not )
A weapon for Brewmaster, theres 3 images in it
http://imgur.com/EvvMpxL,M5VKyYZ,TvL364K
So, how do you think of it?
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The orb supposed to be glowing as written at Valve's Shader guide ( Mask 1 Alpha )
But it looks like normal object ( I maxed all visual setting on my Dota 2 )
Any idea ?
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HellJumper 8 jun, 2014 @ 2:43 
Lots of constructive criticism: Definitely stay away from pure colors (each part of the model looks like pure black, pure yellow, etc.). Also try to use hard edges otherwise the entire thing will look like it's made out of rubber. The part connecting the handle to the flail is very sickly looking. Perhaps you could make it a chain or something.

The glow is also not something very pronounced. It's just a material setting (i.e. it will glow in the dark). If you actually want a glow effect around the model, it will have to be custom done (usually valve is in charge of particle effects).
Much thanks for your criticsm,
The hard edges you are reffering to is Smooth and Flat Shading ?
for the connector of handle and flail. I ran out of Tris ( I was planning to make a chain ), but since my Tris count is near to workshop limit ( 350 Tris ), I decided to make it into a rope thingy.
The orb on the flail took too much Tris count, even I decimate it into some blocky sphere.
HellJumper 8 jun, 2014 @ 13:49 
The entire model should be smooth shaded (not flat shaded), but in order for the model to not look like rubber you have to use smoothing groups (in blender these are called edgesplit modifiers). Select an edge that you want to appear "hard" and press ctrl+e > mark sharp. Then apply an edgesplit modifier to your model and set it so that it uses sharp edges. Google edgesplit modifier to see what I mean (I also explain how to use them in the TF2 video).
Regardless with this topic, I decided to remodel the whole entire thing and reconcept it. And faced a new question, will a plane ( 2D model ) double sided ? ( I remember seeing some hero cloak being transparent if viewed upside down ), If not, is there a way to do so ?
HellJumper 11 jun, 2014 @ 21:22 
For the purposes of Dota and TF2 there is no way to make a plane double sided. You really shouldn't have any paper-thin geometry anywhere in the model, though...
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Alla diskussioner > Dota 2 Modeling > Ämnesdetaljer