Looking back the script, I believe it does import particles but only partially, meaning there are no animations for them, but the initial position and materials are set correctly
But other than that, I am no longer spending time on that script ( except when there is another release, of course )
On the other hand, I have no idea what keyframes should I keep or remove. Anyway, file size generally isn't a concern when it comes to quick prototyping.
Been trying hard to learn some texturing/sculpting/baking stuff, here is a first result, it is based on Overwatch Los Muertos dudes from the Hero short video. It is the base character, so I can have some variants on it.
1500 Polys, 3 x 2048² textures ( normal, specular and diffuse)
Arms' anatomy is surprisingly good, but abdominal and back muscles are missing. Spine bones would be visible like this on a skinny man, but this is rather a tough guy, his back should be shaped by muscles.
Say I want to import the cinematic marine and twiddle a donkey. I believe many of those animations if not all are in m3a. Is it possible to pull them out or should I try to learn rigging to animate it (any good references for that?)
Hiya, since you guys know I love reverse engineering 3D Models, I was impressed with the ease of reverse engineering the 3D Models from the LoLKing website.
It only took me a day to figure it out and another 3 hours to do something with it. Here is an example.
The original has only a diffuse map, so I needed to be inventive, it came out pretty well I guess
For those that are wandering, I'm still doing the Overwatch stuff, but it like changes every singe update :/ so it is very hard to keep up and that is just the models. Not even able to figure out the animations properly
Yes, but I have to tell you not everything works perfectly, probably because the file format is not 100% reverse engineered :/
As you can see the Giant Turtle, which is I believe this one : Ironback
So the guys from LoLKing did the actual extraction from the game and changed it to something generic they can use on their website. It is from their website that I got the models.
Reverse engineering is one of my other hobbies, I also did that for many other games and websites like artstation.com
NOTE this is not a legal way of using models, I only did this for learning purposes of MaxScript and reverse engineering. All models are Copyrighted by RIOT
Let's say it's for academic purposes. Which parts are not working correctly? I assume it's some stuff that relies on engine technology like some of their ribbon-like effects and such. Are you considering releasing the plugin?
I've never heard of anyone reverse engineering the animations before besides those model viewers on that site, so I guess that will probably remain the only route for extracting that kind of information.
Reverse engineering is one of the things I would love to get into because it's such an immensely useful and critical skill. Alas, I have no programming knowledge to speak of, so I'll just have to focus on the remastering/fixing the results parts.
Interestingly enough, there's actually a huge reskinning community for the game. But it's mostly texture mods I think.
@CybrosX: Go
Looking back the script, I believe it does import particles but only partially, meaning there are no animations for them, but the initial position and materials are set correctly
But other than that, I am no longer spending time on that script ( except when there is another release, of course )
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Oh, it's that simple. Thanks.
On the other hand, I have no idea what keyframes should I keep or remove. Anyway, file size generally isn't a concern when it comes to quick prototyping.
Some WIP I'm doing
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Trying to convert/redo some overwatch models, here is my first attempt, I just love these cars and payloads :)
I did a complete redo, retopo + retexturing
first attempt
initial model, about 35000 polys, this one, 1800
T
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Nice one. That Dragon looks familiar..
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
It looks more like a Naga
because it is :b
Adun Toridas :)
It is indeed :p
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Been trying hard to learn some texturing/sculpting/baking stuff, here is a first result, it is based on Overwatch Los Muertos dudes from the Hero short video. It is the base character, so I can have some variants on it.
1500 Polys, 3 x 2048² textures ( normal, specular and diffuse)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Arms' anatomy is surprisingly good, but abdominal and back muscles are missing. Spine bones would be visible like this on a skinny man, but this is rather a tough guy, his back should be shaped by muscles.
@Zolden: Go
Mostly the body will be changed with a army vest or shirt, so that will probably change, thnx for the feedback very much appreciated
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Update my M3 Import Script
Removed the UV correction - more pain than gain added support Nova Mission Packs (all 3) added support for latest HotS models
download from the usual place: Download from my assets
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Nice to see you still updating this TaylorCutie.
I have a question.
Can this import m3a?
Say I want to import the cinematic marine and twiddle a donkey. I believe many of those animations if not all are in m3a. Is it possible to pull them out or should I try to learn rigging to animate it (any good references for that?)
It does import m3a too, but if the bones do not match up, it will obviously brake the animation
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hiya, since you guys know I love reverse engineering 3D Models, I was impressed with the ease of reverse engineering the 3D Models from the LoLKing website.
It only took me a day to figure it out and another 3 hours to do something with it. Here is an example. The original has only a diffuse map, so I needed to be inventive, it came out pretty well I guess
You can play with it here: Giant Turtle
For those that are wandering, I'm still doing the Overwatch stuff, but it like changes every singe update :/ so it is very hard to keep up and that is just the models. Not even able to figure out the animations properly
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Overwatch Winter Wonderland
Import script for the new Overwatch models is finished, you can download it here: TM's Import script Overwatch Winter Wonderland
Supports raw format (.00C) with multiple LOD's and collision, correct bones, bone indices and vertex weights
Next on my list: ANIMATIONS! ( this is gonna hurt)
Sample:
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Wait, are you saying you can get animated League of Legends models? Please, tell me much more.
@IskatuMesk: Go
Yes, but I have to tell you not everything works perfectly, probably because the file format is not 100% reverse engineered :/
As you can see the Giant Turtle, which is I believe this one : Ironback
So the guys from LoLKing did the actual extraction from the game and changed it to something generic they can use on their website. It is from their website that I got the models.
Reverse engineering is one of my other hobbies, I also did that for many other games and websites like artstation.com
NOTE this is not a legal way of using models, I only did this for learning purposes of MaxScript and reverse engineering. All models are Copyrighted by RIOT
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
So could you now make one with forward engineering?
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
@TaylorMouse: Go
Let's say it's for academic purposes. Which parts are not working correctly? I assume it's some stuff that relies on engine technology like some of their ribbon-like effects and such. Are you considering releasing the plugin?
I've never heard of anyone reverse engineering the animations before besides those model viewers on that site, so I guess that will probably remain the only route for extracting that kind of information.
Reverse engineering is one of the things I would love to get into because it's such an immensely useful and critical skill. Alas, I have no programming knowledge to speak of, so I'll just have to focus on the remastering/fixing the results parts.
Interestingly enough, there's actually a huge reskinning community for the game. But it's mostly texture mods I think.