Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
As for the missing faces problem: select your model, go into edit mode, click "recalculate normals" in the panel to the left (I think press ctrl+n works too), and then re-export and compile your model.
Misinterpret that, but I find it really weird that they don't write which bone you should bind your item slot to over at http://www.dota2.com/workshop/requirements#hero.
Thanks for quick answer though!
Thus it would be impractical to list every single bone that each model needs to use. You can check yourself using weight-paint mode, though (google this... it's very useful).
Anyway, good luck.
I've tried renaming it aswell.
Any ideas?
Models have faces, and each face can only be textured from one side (there are exceptions). The side which corresponds to the texture is said to have a normal vector pointed away from this face orthogonally. If your normal vectors are flipped, the texture will appear inside your model, and from the outside it will be transparent. Therefore when you recalculated your normals, you basically ensured that the normals were facing the right way.
I hope this explanation helped. And good luck!