STEAM GROUP
Blender Tutorial Community BlenderTuts
STEAM GROUP
Blender Tutorial Community BlenderTuts
30
IN-GAME
252
ONLINE
Founded
16 October, 2012
Language
English
Location
United States 
Showing 1-7 of 7 entries
4
Importing VTF?
2
Blender , Highpoly to Lowpoly basic ?
5
Opinion about double siding
to answer your question most directly, would YOU accept your one sided cape? :)

i agree with akaize's solution regarding a lower-resolution backside, especially if you have no better option and few tris to spare. i'd also keep in mind rigging/weight mapping and the positions of valve's preexisting bones when creating the lower resolution model (assuming drow's model has bones for her cape) so as to avoid any possible artifacts or glitching from one side of the cape clipping with the other side during animations. definitely check it out in-game to make sure you dont have any major problems with this.
(note: a lot of items seem to have been allowed in game with -minor- issues like this, but dont use that as an example :)

as far as uv's and textures go, i'd try to allow at least a small space for the back-facing section if you arent able to mirror the uvs with the main side. despite what akaize recommends, i suggest NEVER using a flat color/texutre for any area of your mesh, unless you are absolutely sure nobody will ever possibly see it. also remember in dota 2, every color texture space also correlates to normal, mask1 and mask2 texture spaces.

as if i haven't already written enough -- i'd ignore lod0 as far as dota2 items are concerned. the lod0 will never be seen except in the portrait box ingame. if you are working on an item that will be particularly obvious in the hero's portrait, it may be worth considering, but also be aware it'll use the same exact textures as the lod1. for almost every item, a lod0 is essentially useless and probably a waste of time.

-in short, yes, you do need seperate geometry for thin sections like capes that can be seen from both sides. all valve's dota2 hero shaders (as far as i know) do not support or render back-facing polygons :P
(FOR SOME REASON, THEY DO RENDER THE INTERIOR OF TREES; check that one out yourself - lol)

i'm sure this was more information than you were looking for, but i hope some of it helps!
4
Seam stuff
4
Alpha / Transparency in Blender and stuff
transparency is allowed (for some heroes at least; some individual hero shaders may not allow it) but only full (100%) transparency, ie only values of 0 or 255 in alpha of the color mask are used.

gyrocopter, for example, has full-transparent sections in the wings and part of the cap. a number of heroes with things like leaves (treant protector, prophet's treants) use transparency to achieve more detail. helljumper is right though, as far as i know, dota's shaders dont allow semi-transparency. i also recall tvidotto mentioning this while streaming; semi-transparency isn't possible without modifying the shaders, which i don't think is allowed.

anyway, for reference, to enable transparency in blender, assign a material to the geometry you want to manipulate, enable the 'transparency' box in the material settings and set the alpha value to something less than 1.
if you want to use an image map with an alpha channel to make only certain areas transparent, make sure 'z transparency' mode is selected and set the alpha value to 0. (this makes the material fully transparent without an image assigned to influence its alpha value)
assign your image map (with a valid alpha channel) to the material, making sure 'use alpha' is enabled, and scroll down to the map's influence settings. in the diffuse section, along with 'color,' which is enabled by default, check 'alpha' and make sure its value is set to 1. this should give your map's alpha channel control of the transparency of the material.

hope that helps!
4
Seam stuff
9
Bracer's problem
Showing 1-7 of 7 entries