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    posted a message on I need someone for conversion of Models

    @jaxter184: Go

    There you go, some animations didn't convert properly, probably because of the way they were naming Animation sequences in W3.

    Except that, it was 3 times easier than I thought it would be to convert mdx to m3. :-)

    I am pretty sure the essential is there.

    Hope it's enough because I'm not touching this anymore :-p

    Link Removed: http://www.mediafire.com/?ezd69us6p8u41o6

    Posted in: Artist Tavern
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    posted a message on Art with blender?

    @zeldarules28: Go

    Maybe by exporting in .fbx, that is what I do when I work in mudbox (autodesk's zbrush-like program). I make a model in mudbox and then i export it as a fbx format so it can be used in maya/3dsmax.

    I do not know if you can export in fbx with zbrush though.

    Posted in: Artist Tavern
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    posted a message on The Eccentric Ship

    @xcorbo: Go

    There is no normals applied to the model yet, but what do you mean by the core, the middle part? (and keep in mind that with the in-game view distance and with the texture it's not going to be that big of a deal)

    No booleans were harmed during the creation of this model :-p

    • 85% of the model is done with NURBS (converted into polygons so its useable)
    • 15% is done traditionally with polygons extruded or not

    And don't worry there is going to be a lot of stuff rotating in this model! :-D

    Posted in: Artist Tavern
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    posted a message on The Eccentric Ship

    Hi there I'm making this thread for my second project.

    The Eccentric Ship!

    Since I've finished my Witch doctor, I wanted to do an original concept so I've drawn many sketch. I knew I wanted to do a vehicule, and I wanted it to be distinguishable.

    I've wanted to let loose my creativity, I've had a blast designing it and I'm having a blast modelling it too, even if it is turning out to look exactly like a Protoss ship :-p. I think with a proper texture, it could fit perfectly in the art-style of the protoss :-)

    Tell me what you think!

    First, the ''concept art'' I chose (this one is pretty simple, it is more of a silhouette concept for modelling purpose, but my other concepts with more details are in my sketchbook and I don't have a scanner.. :-( )

    http://imageshack.us/photo/my-images/215/conceptk.jpg/

    Second, the low-poly model version that will be used in-game: Sadly I think I had too much enthusiasm, it is going to be a heavy model when imported into a map... anyway, I swear it'll be worth it!!!!

    [UPDATE July 16th 2011]

    Here is a preview of the high-poly model that will be used to create an awesome normal map!! (you won't be actually playing this one ;-p). Comments and opinions are appreciated!

    http://imageshack.us/photo/my-images/840/hidefpreview.jpg/

    http://imageshack.us/photo/my-images/838/hidefpreview2.jpg/

    [UPDATE July 25th 2011]

    I didn't really know what color would work best , so I did 3 color variations, that might explains why it's taking me a long time ^^

    Here is a pic of the the low poly model textured. It's still a high def texture (2048x2048)

    The empty black spots on the wings are where team color will be placed.

    http://imageshack.us/f/836/progressship.jpg/

    Stay tuned for more development progress!! :-)

    Posted in: Artist Tavern
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    posted a message on Need someone to change the pool in the spawning pool's color

    @ST4RKiLL3R: Go

    You should be able to do this only by modifying textures (the emissive and diffuse map of the spawning pool)

    Posted in: Requests
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    posted a message on Diablo 3 Witch Doctor

    @Fullachain: Go

    Already did that, there is a demo map included with the model ;-) and you can see in-game screenshots before downloading it.

    Posted in: Artist Tavern
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    posted a message on Diablo 3 Witch Doctor

    @Keyeszx: Go

    I probably will, but for my next project, no. Also, it depends on how this one is received ;-p.

    Posted in: Artist Tavern
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    posted a message on Seismic Square Needs Loading Screen

    @TacoManStan: Go

    Give me some references(images) and I'll see what I can do (the style of the statue/ruins, type of trees , rocks, other generic stuff concerning composition...). Oh, and the resolution too...

    Posted in: Team Recruitment
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    posted a message on A Fourth Race

    Hi there I'm a modeler/texturer/animator in search of a project, if you ever need some custom models just request me something (don't exaggerate though ;-p) when you'll have decided and polished your concept.

    I'm also a wannabe 2D concept artist, you could ask me to draw a concept from a description. I would be glad to try it out.

    -RXMT

    Posted in: Map Suggestions/Requests
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    posted a message on New animations

    @ChoiYongkun: Go

    Yes, I've made a custom model that I've animated myself, (banged my head on the wall a couple of times while doing it though).

    (http://www.sc2mapster.com/assets/witch-doctor/)

    Didn't know a thing about 3ds max before trying it, however I was used to Maya (another autodesk 3D software).

    What I did is I animated (and modeled/textured) everything in maya where it was really easier for me than 3ds max. Then I ''baked'' my animations to make them convertible to 3ds max through the ''fbx'' file type. The thing is that I must erase all of my rig controllers to do that. After that, I can't do any kind of big changes to the animations because the rig controllers were erased, all I can do is polish them.

    Also by baking the animations it keys the bones excessively which results in a large .m3 file .

    So now I can make pretty much any kind of model with any kind of animations, but it requires me to use at least 2 different programs :-p

    Posted in: Artist Tavern
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    posted a message on Diablo 3 Witch Doctor

    Bump for update, see the first post!

    Posted in: Artist Tavern
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    posted a message on Diablo 3 Witch Doctor

    Hello I'm new in here, I'm working on a model for the diablo3 witch doctor, i pretty much finished modeling and texturing him

    I only need to animate him now :-p, about 50% of the rigging is completed.

    Comments and opinions about his appearance? (Keep in mind it's still a work in progress)

    http://img849.imageshack.us/img849/8312/wdmain.jpg

    http://img819.imageshack.us/img819/984/wddetail.jpg

    UPDATE! (July 11th) Model is released!!! http://www.sc2mapster.com/assets/witch-doctor/

    UPDATE! (June 29th):

    Woot! After 9 days of work (not at full time obviously ;-p...), I've ended up with something pretty nice I would like all of you to try, I've made a small map to demo my model and its animation just open the map and click ''test document''

    Important things to consider before judging it: -Animations (and sequences) are not finals tough they are more than 90% completed

    -My textures have slightly bugged since I reduced the dds image size from 2048x2048 to 512x512, In fact you might notice black bars on some areas. I'm going to fix my UV mapping and textures eventually.

    -Most textures are not final (no team color yet, specular and diffuse maps are not final, I might change some details here and there)

    -No Attachment points yet

    -Completely forgot to make a Stand Left and Stand Right animation sequence for rpg purpose... I think I might skip these ones, cause I'm tired of animating ... aaah laziness ;-)

    -It's kind of a heavy model, but since it's my first one, I hope you'll be forgiving

    And now... the link to download the demo map! Hope you like it!

    (link was deleted because it was an outdated version, check the final version!! :-) )

    Posted in: Artist Tavern
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