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[Showcase] Kanitala's Models

    #103 Mar 25, 2013 at 01:20 UTC - 0 likes

    Well Unfortunately it doesn't work very well. As you can see in a few of the pictures below the zealot body does not really stay connected very well with its animations. I thought of making the immortal body bigger but then the zealot part looks dumb attack. But WAIT! Then I thought what about a scythe wielding dark Templar? I think that might just work. So the zealortal might live on in a reincarnation. Hopefully...

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    One morning I shot an elephant in my pajamas. How he got in my pajamas, I don’t know.
    Want to use Render To Texture in your cutscenes? Try This

    #104 Mar 25, 2013 at 01:47 UTC - 0 likes

    @JacktheArcher: Go I think some tweaks to that zealot model's animations can solve the problem.

    #105 Mar 25, 2013 at 02:00 UTC - 0 likes

    @SoulFilcher: Go

    I however lack the skills to do something like that. On a side note look a pretty video.

    #107 Mar 25, 2013 at 15:33 UTC - 0 likes

    @JacktheArcher: Go

    I find that video unintentionally hilarious for some reason :3

    And yeah... sorry about the animations thing. As Filcher said the best bet is modified animations. Maybe once I've cleared some more of my backlog and have some more time I'll be able to give it a look. As always though, I can't promise anything.

    Some alternative thoughts are raising the Zealot higher (this would require some remodelling though, possibly leaving more of the original Immortal or creating more of a base structure) or having the Zealot torso further forward, so a bit like a Protoss Spider-Centaur heh.

    #108 Apr 19, 2013 at 16:59 UTC - 0 likes

    "Hold your ground!"

    General Warfield!

    Last edited Apr 19, 2013 by Kanitala
    • GeneralWarfieldMarine.jpg
    #109 Apr 19, 2013 at 17:09 UTC - 0 likes

    Good Warfield :D

    #110 Apr 19, 2013 at 17:16 UTC - 0 likes

    @Zarxiel93: Go

    Thanks! Those hack Dominion medics only gave him a robotic arm! I gave him his whole arm back! And a gun :) Still got to fix some issues with the blood particles in his death anim (two of the three come out as squares in the editor, even though I have the textures for them) and I'm pondering giving him a different gun, or at least adding the bayonet ^_^

    As you may be able to tell, I took the mesh of the HotS Warfield, repaired his cybernetic arm and rigged it onto the Raynor Marine model. The import took a bit longer as currently the Max m3 Scripts can only import untextured static meshes of HotS models (and I can't get my head around the Blender M3 tools which can apparently import them with animations) so I had to rebuild his material manually. I'm quite satisfied with the result though! This will be being released to the Assets, for all your Pre Char Warfield needs ^_^. Because you can never have enough Warfield.

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      You thought I was kidding?
    #111 Apr 19, 2013 at 17:38 UTC - 0 likes

    I think i will use them for a my version of WoL thanks ;)

    U think can modify the "Primal Cerebrate" (the unused structure like a giant green worm) to look like the SC1 Cerebrate? (I think is simple, is only need to remove the mouth and change the colour to transparent-white skin, and maybe the arms more longer and the green "creep"/liquid)

    Cerebrate Primal Cerebrate

    #112 Apr 19, 2013 at 20:33 UTC - 0 likes

    @Kanitala: Go

    Wow spiffy! I would definitely change his gun and give him something different then your usual marine.

    #113 Apr 19, 2013 at 21:09 UTC - 0 likes
    Quote from Zarxiel93: Go

    I think i will use them for a my version of WoL thanks ;)

    U think can modify the "Primal Cerebrate" (the unused structure like a giant green worm) to look like the SC1 Cerebrate? (I think is simple, is only need to remove the mouth and change the colour to transparent-white skin, and maybe the arms more longer and the green "creep"/liquid)

    Wow, that's the first I've seen that model.

    Anyway, apart from me still not being able to take requests, I'm not the best person to ask. I've not done any Zerg units, and besides that I am not currently able to import models with animations with the Max plugins, and haven't a clue how to use the Blender plugins :-/

    Sorry

    @JacktheArcher: Go

    Thanks! And yeah I agree he needs a spiffier rifle! Just wanted to gauge opinion :)

    Also, hopefully the Adept shall see release soon (not Blizzard soon, hopefully within the next few weeks to a month). I've decided to release a version with just the ranged animations and a projectile as I want to get this model to you guys :) At this point there are a couple of clipping tweaks and texture tweaks to make the staff match the rest of the armour, and making the projectile itself.

    Last edited Apr 19, 2013 by Kanitala
    #114 Apr 19, 2013 at 22:25 UTC - 0 likes

    @Kanitala: Go

    I say Raynor's rifle from the first mission. It's pretty spiffy if I should say so myself :)

    #115 Apr 19, 2013 at 23:18 UTC - 0 likes

    @Kanitala: Go

    It is the primal vespene harvester

    #116 Apr 20, 2013 at 06:40 UTC - 0 likes
    Quote from GhostNova91: Go

    @Kanitala: Go

    I say Raynor's rifle from the first mission. It's pretty spiffy if I should say so myself :)

    I intended that, but I get errors even with just the mesh set to import. :(

    @DrSuperEvil: Go

    Ah, I thought it looked like an Extractor.

    #117 Apr 20, 2013 at 08:11 UTC - 0 likes

    Why make a specific gun for him as part of the model and not make just a separate gun that can be attached to his hand, like he is now.

    #118 Apr 20, 2013 at 08:42 UTC - 0 likes

    @Eimtr: Go

    The gun he has now is part of the model...

    #119 Apr 20, 2013 at 12:28 UTC - 0 likes

    That crippled zealot is a cool idea, but looks ugly because of disproportion. His legs should be twice as bigger.

    #120 May 06, 2013 at 09:41 UTC - 0 likes

    Sorry for the delays on General Warfield, real life, that jerk.

    Anyhoo, I apparently made a mistake and gave the General a Foam gun :o All fixed now but thought I'd share it ^_^

    • Cutscene_Editor_029.jpg

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