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Creating a custom Dreadnought, seeking skins

  • 11 posts
    #1 Nov 14, 2012 at 21:00 UTC - 0 likes

    I am currently making spaceship, the design being a massive gunboat. Take a look at the screenshots attached below.

    I would appreciate working with someone who can create the skins for the model (I also wouldn't mind someone telling me where to get good spaceship skins in the meantime!). Also, if anyone would like to help me with the animations, that would also be welcome.

    • Wireframe_Pic.PNG
    • Non-Wireframe.PNG
    • Close_up_from_other_side.PNG
    • Docking_Bay.PNG
    #2 Nov 14, 2012 at 21:02 UTC - 0 likes

    @EdwardSolomon: Go

    I'll also be decorating it a little more as well.

    #3 Nov 14, 2012 at 21:57 UTC - 0 likes

    Just get some ships/spaceships images in appropriate projections and apply them to the texture parts, untill you fill it all. Maybe adjust the colors to fit each other.

    Also, I've noticed that little parts of your model consume too much polygons, while big parts made rough. I'd recommend to make opposite: add some large scaled good-visible details to the body, and simplyfy those turrets as much as possible, no one will notice those details. And those multimissile turrets would heavily lighten the model if you'd load its details to the textures.

    btw, why do you need this ship, is it supposed to be a sc2 unit/doodad?

    #4 Nov 14, 2012 at 22:10 UTC - 0 likes

    @Zolden: Go

    Yes.

    I plan on this being a very large, end game (boss) unit. The players are flying around in their own ships and they'll be coming very close to it. So I need the detail on the turrets, because each turret will be comparable in size to an actual SC2 missile turret. The entire ship, from bow to stern, is about 22 SC2 battlecruiser lengths.

    EDIT: Since the unit only appears one time, I think 20000-25000 polys is ok.

    Last edited Nov 14, 2012 by EdwardSolomon
    #5 Nov 14, 2012 at 23:13 UTC - 0 likes

    The Stardestroyer called, they want their bridge and shield generators back.

    Last edited Nov 14, 2012 by DrSuperEvil
    #6 Nov 15, 2012 at 00:03 UTC - 0 likes

    @DrSuperEvil: Go

    Any chance Jackson's Revenge wants it gattling cannons back?

    #7 Nov 15, 2012 at 00:52 UTC - 0 likes

    Do you have any plans of making all those turrets work independently? Is it even possible within 1 model, to have multiple pairs of TurretZ-Weapon attachments? Could it be more reasonable to just attach units as (instead of) turrets?

    #8 Nov 15, 2012 at 02:28 UTC - 0 likes

    @Zolden: Go

    I think not. I'll partition the model into separate files afterwards.

    #9 Nov 15, 2012 at 03:04 UTC - 0 likes

    @Zolden: Go

    Also, how compatible are particles from 3ds max (or FBX Maya conversions) in SC2? You seem pretty knowledgable on the interactions/compatibility of 3D objects and materials.

    #10 Nov 15, 2012 at 07:51 UTC - 0 likes
    Quote from EdwardSolomon: Go

    @Zolden: Go

    Also, how compatible are particles from 3ds max (or FBX Maya conversions) in SC2? You seem pretty knowledgable on the interactions/compatibility of 3D objects and materials.

    you can't export the standard particle systems but the M3 plugins do have a SC2 particle emitter under Helpers > Starcraft 2 Objects.

    #11 Nov 15, 2012 at 22:35 UTC - 0 likes

    I know Blender can do particles for SC2 models.

  • 11 posts

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