very cool, can you release the map with it, id like to put it into one
Development > Artist Tavern
A new model -- Destroyer Amethyst
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Cybrok Author
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SoulFilcher Author
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@Delphinium1987: Go It looks interesting. I believe the third one is the "walking" animation, right? If so I suggest making it a little less "shaky" by the end of the cycle, that thing is huge I don't believe it would shake that much, or maybe make it a slower cycle.
Good luck with the poly count issue, I think Zolden will help you through that, but maybe Leruster and PrintIn could help you too.
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Daara87 Author
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Quote from Delphinium1987: Go
(I named every ship I made with a stone or jew's name.). If you like it, I'll upload the model soon.
When will I get to see the Elijah Goldberg?
Jokes aside I like the model.
Converted WMO's: http://www.sc2mapster.com/assets/more-converted-wmos-wow-building/
Adding team colors and Attachment points to WoW models: http://www.sc2mapster.com/forums/resources/tutorials/31795-tutorial-wow-models-into-sc2-with-team-colors/
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Daara87 Author
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Quote from SoulFilcher: Go
@Delphinium1987: Go It looks interesting. I believe the third one is the "walking" animation, right? If so I suggest making it a little less "shaky" by the end of the cycle, that thing is huge I don't believe it would shake that much, or maybe make it a slower cycle.
Good luck with the poly count issue, I think Zolden will help you through that, but maybe Leruster and PrintIn could help you too.
You can turn down the walk animation speed in the unit actor tab.
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Zolden Author
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The key idea of making low poly models look like high poly is adding the details to the normal map. It's described in this video:
Also, you can create a normal map based on diffuse map to make texture details look pushed/popped. To do it, you need to get Nvidia plugin for photoshop, there will be the normal map filter.
Then you can just mix 2 normal maps (the high poly one and the diffuse-made one) into one, and your low poly model will look smooth and detailed.
Also, I recommend to check Modcraft thread. Guys are good and made a useful tutorial.
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Delphinium1987 Author
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I am glad you like it, I will release the model soon. There are still some errors to fix and I haven't finished the particles for main gun charging animation yet.
Thanks for your suggestion, the speed in the gif of "walking" animation is much quicker than the true speed in game, I don't know why... Leruster and PrintIn are good and they really helped me a lot.
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Delphinium1987 Author
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I have not seen the video yet, maybe I need to find a proxy first. I will study it tomorrow.
I used the normal map to get more details, but it didn't work well when the bumps were too high such as the air wires.
Thanks for your help.
Besides, a demo tools named ndo help me a lot when I needed to create more changes to the maps. Some guys said that it came from an ex-blizzard art designer.
Last edited Dec 11, 2012 by Delphinium1987 -
DrSuperEvil Moderator
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Looks like the one cruiser from the Microsoft game Freelancer
Contribute to the wiki (Wiki button at top of page)
Considered easy altering of the unit textures?
http://static.sc2mapster.com/content/attachments/15/252/Screenshot2011-04-17_09_16_21.jpg
For my public assets look here!
http://www.sc2mapster.com/forums/resources/data-assets/46733-the-assets-of-evil/#1
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Delphinium1987 Author
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Delphinium1987 AuthorHi, these days I created a new model. It's a space ship with a really big main gun and 4x5 missile silos. It maybe similar to some UNSC's ships. The ship's name is Amethyst. (I named every ship I made with a stone or jew's name.). If you like it, I'll upload the model soon.
I used the PhysX engine to created some animation, they looked good in 3dsmax but just didn't fit the SC2 (You can see it in the last gif.), so at last I chose a normal solution to create the animation of death.
I tried to follow Zolden's suggestion to reduce some polygons, BUT I JUST FAILED. I am still not used to creating model with less polygons and keeping the details. I wasted a lot of polygons to create the air wires and big attachments.
To Zolden: I want to say sorry here -you want to help me, but I screwed up because my bad skill... I'll try next time.