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If that guide still doesn't make sense, then watch my very basic TF2 one here: http://www.youtube.com/watch?v=-X5QGx2TP_8
Testing your model in-game is just a matter of compiling your model using the in-game compiler. It lets you preview it in-game as well as test your item out in a bot game. I explain how to rig models in the video (watch it) as well as how to export models as smd files.
Valve put together a bunch of very detailed PDF files that explain exactly what each mask does. They can be found at the top of the technical requirements page here: http://www.dota2.com/workshop/requirements
You are better off using Photoshop for texturing, btw... but if you can't get a copy, then I'd say use GIMP because I don't have any experience with Paint.net.
Your last question involving unwrapping: You can unwrap things however you like. You can use a combination of seam unwrapping and projection unwrapping. The important part is that you don't need to unwrap the whole model at once. As long as you can unwrap it in a logical and easy to texture fashion, you should be good. Also... make sure that your seams aren't in visible places (try to hide them inside other geometry or on the backside of the model).
I thought your tutorail was just for the modelling part of the production - huge mistake on my part. Sorry for the stupid questions. I've started working through the process your tutorial showed, and I have a problem. I have made a sort of staff, and I have projection unwrapped the top of it and I think it's worked out ok. But when I unwrap the handle, one half unwraps properly, but the other identical half unwraps with the bottom part at a weird angle. Also, I don't know how to get both maps onto the same file (I broke the model down into 2 parts). I have pictures I can upload if they would help (I just have no idea how to on steam - do I need to upload them to imgur are just type the links in?)
Also, the reason I'm using GIMP is because I have a budget of £0.00, Thanks again!
The handle and the actual shovel are 2 separate compoenents
The shovel unwrapped fine (I think) - I projected the two flat edges, and seamed and unwrapped the thin border: http://i.imgur.com/S2csBWx.png
However, when I unwrapped the the hande (super zoomed in), the UVs went weird - look at the left hand side of the top projection and how it's bent compared to the other one: http://i.imgur.com/qYqthW2.png
Lastly, the way you projection unwrapped the head piece will give you weird black seams because of the way you unwrapped it. I would never unwrap it like that. Do it similar to this:
http://i.imgur.com/5XBHa3e.png
To join to meshes, select both parts in object mode and press "ctrl+j".
Texturing starts tomorrow :)
I re-optemised my unwrap to remove unnecessary seams, and I have a basic texture that I want to try out before wasting my time with the finer details. Two quick questions (that I'm pretty sure were not covered in the tutorial, or were, but I didn;t understand them :p)
1. What order do the levels need to be shown in GIMP/Photoshop for the texture file? I currently have my base colour, light, AO and finer details, and my normals as a separate file. Which ones do I actually need to put in?
2) how do I preview my texture in blender? I tried to do it myself, but it just wrapped it however it wanted. How do I make it line up with my UVs?
Sorry for all the questions again :( and thaks for all the help!
UV layout
AO Bake
Color layers
Make sure to set the layer property of the AO Bake to "multiply". Then when you are done texturing, make sure to hide the UV layout layer since the only thing you need it for reference.
2. Delete any existing lights in your scene first. Then apply the texture you made via the UV screen. Then press "alt+z" to go into texture mode. I'm not sure why you are having trouble lining up your texture with your uvs. Did you export your UV layout from within the UV editor? From within the UV editor, click "UVs" > "Export UV Layout" > save as a .png or whatever and bring this into photoshop as your first layer.
They tell you exactly what layers go where (and what settings each layer uses). Obviously I don't use all the layers they do because I don't do any sculpting, but you should try to adjust accordingly.
here's it so far. it's nowhere near finished, but I think (hope) it's a decent startpoint.