I'm using 3DS Max 2011 and Art Tools to create my own custom portrait but encountered few problems.
1. I'm trying to use Immortal's portrait as a base, so I imported the .m3 files from Galaxy editor to 3DS Max. While the meshes are properly imported, they're missing corresponding textures. Is there any way to import meshes and textures at once and have them automatically assigned to each other?
2. The Immortal(or Dragoon added on LotV) portrait has a mesh of bent plane located in front of the face of the protoss, illustrating the "liquid" effect. But none of Immortal portrait texture files(.dds) that I've found in the editor is relevant to this mesh. If I'm supposed to (or want to) create one of my own, how can I adjust the transparency of texture? It seems that SC2 standard material does not provide it.
3. I assigned basic textures to the Immortal portrait and export previewed it, but all I see on the cutscene editor is its shadow. I exchanged the textures several times but the result was the same. For the Dragoon portrait, the Art Tools fails to export preview it. ("fail to export" pops up) Interestingly, when I select a mesh and preview selected then it appears just right. Any idea why these things happen?
I'm still learning the intermediate functions of 3DS Max and Art Tools, and I'm realizing I've still got a lot to learn.
Any help will be highly appreciated.
Can you post an image of the issue you are receiving?
As far as I'm aware, the 3rd party M3 tools do not directly correlate with the SC2 Art tools. Materials / particles / cameras etc. have to be recreated with the Art Tools systems to function properly with the exporter.
To have the textures populate automatically, you could try extracting all the DDS files to your "...\Autodesk\3ds Max 2011\maps" folder using a MPQ Editor. I believe the files are housed in one of the "Base.SC2Assets"
Oh, so you mean that I can't just reuse bunch of stuffs already built in the m3 files I've imported from the editor, right? Could you then introduce any good tutorial about portrait modelling, if you know one?
Also, is a MPQ editor necessary for extracting DDS files to the path you specified? What I would do is simply extracting DDS files from the editor and use them on 3DS, but apparently it's not working properly...
I uploaded the pictures as attachments. The first one is when I export preview the immortal portrait model, and the second one pops up when I try to do the same thing on the dragoon portrait model.
Correct, or use the 3rd party M3 Exporter that usually packaged with the M3 Importer.
Unfortunately I am unaware of any such tutorials specifically for SC2 Portrait modeling. If you plan on doing full custom portraits, might want to look into zBrush, if you just want to make edits and tweaks, the same principles for regular modeling in 3DS Max should work.
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Formally Kinkycactus
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I'm using 3DS Max 2011 and Art Tools to create my own custom portrait but encountered few problems.
1. I'm trying to use Immortal's portrait as a base, so I imported the .m3 files from Galaxy editor to 3DS Max. While the meshes are properly imported, they're missing corresponding textures. Is there any way to import meshes and textures at once and have them automatically assigned to each other?
2. The Immortal(or Dragoon added on LotV) portrait has a mesh of bent plane located in front of the face of the protoss, illustrating the "liquid" effect. But none of Immortal portrait texture files(.dds) that I've found in the editor is relevant to this mesh. If I'm supposed to (or want to) create one of my own, how can I adjust the transparency of texture? It seems that SC2 standard material does not provide it.
3. I assigned basic textures to the Immortal portrait and export previewed it, but all I see on the cutscene editor is its shadow. I exchanged the textures several times but the result was the same. For the Dragoon portrait, the Art Tools fails to export preview it. ("fail to export" pops up) Interestingly, when I select a mesh and preview selected then it appears just right. Any idea why these things happen?
I'm still learning the intermediate functions of 3DS Max and Art Tools, and I'm realizing I've still got a lot to learn. Any help will be highly appreciated.
@kim743: Go
Can you post an image of the issue you are receiving?
As far as I'm aware, the 3rd party M3 tools do not directly correlate with the SC2 Art tools. Materials / particles / cameras etc. have to be recreated with the Art Tools systems to function properly with the exporter.
To have the textures populate automatically, you could try extracting all the DDS files to your "...\Autodesk\3ds Max 2011\maps" folder using a MPQ Editor. I believe the files are housed in one of the "Base.SC2Assets"
Formally Kinkycactus
@ZombieZasz: Go
Oh, so you mean that I can't just reuse bunch of stuffs already built in the m3 files I've imported from the editor, right? Could you then introduce any good tutorial about portrait modelling, if you know one?
Also, is a MPQ editor necessary for extracting DDS files to the path you specified? What I would do is simply extracting DDS files from the editor and use them on 3DS, but apparently it's not working properly...
I uploaded the pictures as attachments. The first one is when I export preview the immortal portrait model, and the second one pops up when I try to do the same thing on the dragoon portrait model.
@kim743: Go
Correct, or use the 3rd party M3 Exporter that usually packaged with the M3 Importer.
Unfortunately I am unaware of any such tutorials specifically for SC2 Portrait modeling. If you plan on doing full custom portraits, might want to look into zBrush, if you just want to make edits and tweaks, the same principles for regular modeling in 3DS Max should work.
Formally Kinkycactus