The grid-like lines on the staff's texture look a bit dark to me. The contrast between them and the brown of the rest of the staff just seems a little too harsh. Other than that, it's looking great.
In mudbox there is a nice feature where you can select the ambient occlusion layer and the normal layer in real time. So when you switch to orthographical view you can render these out to images.
I use the ambient occlusion for texturing and creating the specular map
Now this would be something really useful, some custom tilesets (Particularly city and/or space stations/Xel'naga facilities). Organic ones, like jungles, deserts, ash and alien worlds, there's aplenty, but not enough man-made and that stand out from the others.
Looks good, just misses one thing. Sharp edges should look brighter without specularity help. I think that AO map should have been slightly applied to the diffuse map. It feels like Storm stuff done that way.
Yeah looking nice. I just paint all highlights over the cavity to give it a more hand painted look. By the way, have you ever seen this vertex magazine ? There is a nice tutorial by one great artist from blizzard (*Fanny Vergne). She is showing her texturing process of similar stone floor texture. I find it extremely useful!
Not bad, but can you get it to work for the normal maps of terrain textures? I am asking because those seem to use a slightly different normal map from other models?
Air Elemental finished and ready to download here: Air Elemental
Hope you like it !
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Finally some progress with the new Heroes of the Storm models, here is a picture of reghar!
I'll try to fix up my max script and post it when it is ready.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
And here he is in the SC2 Editor
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Would be fun to have all storm heroes in sc2, create a bad ass fun moba with them, and compete with actual storm (archly chuckling).
@Zolden: Go
I know!
Or, since there are already loads of models from the Warcraft Universe, recreate Warcraf 1, 2, 3 and put the stories of WoW in there :)
anyways, dreams dreams right...
if only I understood how the animation stuff works in these m3/m3a files work... but I don' t seem to grasp that :/
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Why would it be dreams, just help with those models to finish my wc1 and 2 remake.
A little wip on Medivh's staff, after 18 hours of tutorials and trials and errors, done in 3D Coat
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Rigged him, skinned him and a first tryout on the stand animation
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
His staff is beautiful!
The grid-like lines on the staff's texture look a bit dark to me. The contrast between them and the brown of the rest of the staff just seems a little too harsh. Other than that, it's looking great.
Been looking forward for ahtiandr tutorials, but I couldn't wait so... since I don't know ZBrush, but a little Mudbox, this is what I came up with:
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Unbad sculpting. How do you plan to generate textures? Not only normals, all of them.
@Zolden: Go
Thnx :)
In mudbox there is a nice feature where you can select the ambient occlusion layer and the normal layer in real time. So when you switch to orthographical view you can render these out to images.
I use the ambient occlusion for texturing and creating the specular map
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
And this is the result with the diffuse map, tiles in the SC2 editor.
I 'm very happy with the result as this is my first time doing it this way
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Now this would be something really useful, some custom tilesets (Particularly city and/or space stations/Xel'naga facilities). Organic ones, like jungles, deserts, ash and alien worlds, there's aplenty, but not enough man-made and that stand out from the others.
@TaylorMouse: Go
Looks good, just misses one thing. Sharp edges should look brighter without specularity help. I think that AO map should have been slightly applied to the diffuse map. It feels like Storm stuff done that way.
@Zolden: Go
Yeah looking nice. I just paint all highlights over the cavity to give it a more hand painted look. By the way, have you ever seen this vertex magazine ? There is a nice tutorial by one great artist from blizzard (*Fanny Vergne). She is showing her texturing process of similar stone floor texture. I find it extremely useful!
https://gumroad.com/l/SpXd
@ahtiandr: Go
Yeah, I read the article before I started my diffuse map, I tried to go in the same direction, well, not as good as Fanny :)
@Zolden: Go Yes I used the AO map in my diffuse, I set it to Multiply and 80% transparent.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Here is a little something different:
a video tutorial by me, for using my adt & wmo import scripts for 3DS MAX 2011
This might be usefull for the guys that are remaking warcraft etc. based on WoW stuff
Download scripts here: Dropbox Script Files
Enjoy
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Not bad, but can you get it to work for the normal maps of terrain textures? I am asking because those seem to use a slightly different normal map from other models?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg