I'm a huge fan of Warcraft 3. With the recent release of the MDX exporter and the current awesomeness of the .M3 exporter, I thought it'd be fun to take a crack at remaking some of my favourite heroes. The models and textures are mostly made from scratch. DH is 2100 tris, BM is 2300 tris. Both use 512x .DDS color, specular and normal maps. Both are animated using the Warcraft 3 animations, including death animations. I plan to make a video of them sometime in the future, but my comp is crappy at vid capture.
Well uncompressed by the map, 3 textures would be 1mb. I'm using DDS so it's already a pretty decent texture filesize. When all compressed, the map is slightly over 1mb. I can probably shave some off the .m3 if I get rid of animations not being used (ultimates), but it's very minor there.
Those are awesome :). And like cocosoft said, I think making the flag a decal would rock. Even the panda on DH as a decal would be sick too! Just some ideas, but keep up the great work :)! You think you would ever recreate the footman and grunt?
Do you think you could give a more detailed description of how you went about converting these?
I've been trying to convert some of the high quality models that were made for Wc3. However I am having a lot of trouble getting them into the right format to open them up in 3dsmax, let alone export them as .M3, and I suppose a straight .mdx > .m3 converter is too much to hope for.
EDIT: Btw these are just doodads, so I don't need to worry about animations or anything.
I know Decals can be used, but this Blademaster is proud of member of the Burning Blade clan ;) The blademaster isn't 100% complete, but I felt it was at a good enough state to toss in game. Most of the changes would be texture tweaks anyhow. Team Colors will come when I have the map set up for multiple players.
Upcoming features will include Portraits (Static 2D portrait to save on space) and Icons (Wireframes). My goal is to create a complete unit package that makes efficient use of filesize. The 10mb limit on maps is going to be a major concern for custom units being used in content-heavy maps.
@Ardnived
Check the Tools forum and get NiNtoxicated01's recently released MDX import/export script. It works near flawlessly with the .M3 import/exporter. Just import into Max and export. The most you'd have to do is hook up the material (custom SC2 material, SC2 Bitmap, convert BLP into TGA or DDS) and that should be it.
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I'm a huge fan of Warcraft 3. With the recent release of the MDX exporter and the current awesomeness of the .M3 exporter, I thought it'd be fun to take a crack at remaking some of my favourite heroes. The models and textures are mostly made from scratch. DH is 2100 tris, BM is 2300 tris. Both use 512x .DDS color, specular and normal maps. Both are animated using the Warcraft 3 animations, including death animations. I plan to make a video of them sometime in the future, but my comp is crappy at vid capture.
LoL man those pattens on Blademaster's feet are awesome!!!
How big are the files?
EDIT: estimated files size after animation?
The map file with both of them in is 1mb.
Very tempted to say "Icwutudidther", so Icwutudidther.
Also, I know jack all about modeling, but that looks pretty damn epic. .
(You can skip everything past the first 4 seconds, in case you didn't get that)
@Triceron: Go
Wait, what?
That's three textures there... each of them should be like 1,333 KB :C
Triceron hax!
Well uncompressed by the map, 3 textures would be 1mb. I'm using DDS so it's already a pretty decent texture filesize. When all compressed, the map is slightly over 1mb. I can probably shave some off the .m3 if I get rid of animations not being used (ultimates), but it's very minor there.
Cool!!
It would be really cool if it's possible _somehow_ to make the flag = decal
Those are awesome :). And like cocosoft said, I think making the flag a decal would rock. Even the panda on DH as a decal would be sick too! Just some ideas, but keep up the great work :)! You think you would ever recreate the footman and grunt?
looks awesome
only problem i see is that you should add alot more "gloss to the orc necklace.
Very impressive. Any interest in helping with this project? I'm looking for infested versions of several organic terran ground units.
Holy crap that's epic. You've made some beautiful renditions of those models! Amazing. ^^
If you did the models on the right than you sir are a pro with textures. Some of those textures are amazing!
Very dam impressive. I hope you make more!
Demon Hunter looks awesome :D, but in game the Blademaster looks a bit... shiny.
is his beard supposed to look stiff?
btw, they look a LOT better. very nice job
It is actually possible. We just need to bug NiNtoxicated until he adds it to the exporter :P
decals are supported by the exporter already. Same with team color
Do you think you could give a more detailed description of how you went about converting these?
I've been trying to convert some of the high quality models that were made for Wc3. However I am having a lot of trouble getting them into the right format to open them up in 3dsmax, let alone export them as .M3, and I suppose a straight .mdx > .m3 converter is too much to hope for.
EDIT: Btw these are just doodads, so I don't need to worry about animations or anything.
I know Decals can be used, but this Blademaster is proud of member of the Burning Blade clan ;) The blademaster isn't 100% complete, but I felt it was at a good enough state to toss in game. Most of the changes would be texture tweaks anyhow. Team Colors will come when I have the map set up for multiple players.
Upcoming features will include Portraits (Static 2D portrait to save on space) and Icons (Wireframes). My goal is to create a complete unit package that makes efficient use of filesize. The 10mb limit on maps is going to be a major concern for custom units being used in content-heavy maps.
@Ardnived
Check the Tools forum and get NiNtoxicated01's recently released MDX import/export script. It works near flawlessly with the .M3 import/exporter. Just import into Max and export. The most you'd have to do is hook up the material (custom SC2 material, SC2 Bitmap, convert BLP into TGA or DDS) and that should be it.