Hey Taylor, is possible for you take the Heroes' models of Zergling, Hunter Killer, Ultralisk and Torrasque but with SC2 animation (in this way they can burrow)? I really need it
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
TaylorMouse, would you know a good way for obliterating lighting information from a diffuse?
Basically walk into a diffuse texture and turn it into flat color for an Albedo (for Unreal 4). A suggestion I saw is to create a dupe layer, desaturate and make it soft lighting but that made a real mess. Bitmap2Material also hasn't had any real notable success either.
Most stuff I'm porting doesn't need this but some stuff like Skyrim or WoW have enough baked lighting that is not good for PBR.
I have a tablet but have never drawn anything past stick figures 15 years ago. But if you think I need to draw some kind of counter lighting info, tell me how to do it, and I can try.
Also if you know a way to re-sharpen a texture that has been upscaled that would be cool, too. Obviously, the sharpen filter that everyone used for Skyrim "HD" textures looks dreadful and I'd like to avoid that.
I would first import the sc2 model and verify the last animation frame ( ex.: frame 3400 )
then I would import the Heroes model in a new scene and move all the animated frames passed frame 3400
then I would do the renaming of the bones
then import the sc2 model animation into this scene, so now you would have sc2 and heroes animation...
I would give that a try... not sure it will work but it sounds like a logical sequence to do... I think :)
as I said this takes a huge amount of time and lots of try and error, and I really do not have the time atm.
@IskatuMesk: Go
Okay, then what are you using as a paint program, cause I you wanna do something like that, you do need a program like photoshop to get this done ?
I have photoshop, but I don't know how to use it. I don't think I have any other paint programs on hand. You'd think working with photoshop for 15 years would have taught me something but then you realize I am slightly retarded.
As for textures, something like this would be a start. Its baked lighting is not so severe as some of the newer WoW models (that I don't actually have them at the moment) but it is still there.
Ooh, now that is a nasty texture, is that a blizzard model ?
Anyways, I would try to add a new layer with a base color from the original image, and change the blending mode to Darken
another layer, same color with Lighten, and change the levels so that it is darkened
another layer that hold the height information and use xNormal Plugin to create your normal map
Nah, not blizzard. Yeah, the UV's on a lot of those (presumably that is what you are referring to) are not so good. The lighting information is pretty heavy on them which is where my big concern comes from, though. Believe me, you haven't seen bad until you've seen some of the "HD" textures people made for that game. I do already have a normal map. I haven't heard of xNormal before, I've used nDo in the past and currently use Mindtex. I'll have to give it a try sometime.
Speaking of UV's, how do you make your UV's? In zbrush?
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Next Wip, same process :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
are you making these from scratch?
@TaylorMouse: Go
Can't wait to see that finished. Looks great so far.
@Zolden: Go
Yep
@JacktheArcher: Go
Patience, .. it will come soon...ish :p
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Here is a little something in between
Zip file contains the textures required to achieve the FelOrc Blademaster
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Little wip
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Big Wip T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Looking awesome.
Hey Taylor, is possible for you take the Heroes' models of Zergling, Hunter Killer, Ultralisk and Torrasque but with SC2 animation (in this way they can burrow)? I really need it
@Zarxiel93: Go
I really have no time for that, although it looks challenging.
Did you try to use my script to try matching them ?
What I would do is this:
and that for each model, so it is a pretty lenghty process, for which I don't have the time, seeing I'm doing lots of other stuff at the moment.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Would this still work if you kept most of the heroes animations, and just added the burrow, unburrow and possibly fail.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
TaylorMouse, would you know a good way for obliterating lighting information from a diffuse?
Basically walk into a diffuse texture and turn it into flat color for an Albedo (for Unreal 4). A suggestion I saw is to create a dupe layer, desaturate and make it soft lighting but that made a real mess. Bitmap2Material also hasn't had any real notable success either.
Most stuff I'm porting doesn't need this but some stuff like Skyrim or WoW have enough baked lighting that is not good for PBR.
I have a tablet but have never drawn anything past stick figures 15 years ago. But if you think I need to draw some kind of counter lighting info, tell me how to do it, and I can try.
Also if you know a way to re-sharpen a texture that has been upscaled that would be cool, too. Obviously, the sharpen filter that everyone used for Skyrim "HD" textures looks dreadful and I'd like to avoid that.
@nolanstar: Go
Could work, let me write what I'm thinkin,
I would first import the sc2 model and verify the last animation frame ( ex.: frame 3400 ) then I would import the Heroes model in a new scene and move all the animated frames passed frame 3400 then I would do the renaming of the bones then import the sc2 model animation into this scene, so now you would have sc2 and heroes animation...
I would give that a try... not sure it will work but it sounds like a logical sequence to do... I think :)
@IskatuMesk: Go
mmm, I need to check that but the healing tool/ stamp tool is efficient to use in these cases , also Filter-> Stylise -> diffuse -> check Anisotropic,
( I'm still at work but I think I would try these)
Tell me how you went about it..
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Healing/stamp tool? I'm totally clueless with photoshop so I haven't actually heard of that before.
The anisotropic thing seems to have no effect.
understand, but I don't have the programs and skills for do that :S but if you can will be great :D
@Zarxiel93: Go
as I said this takes a huge amount of time and lots of try and error, and I really do not have the time atm.
@IskatuMesk: Go Okay, then what are you using as a paint program, cause I you wanna do something like that, you do need a program like photoshop to get this done ?
What texture are you trying to fix?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
I have photoshop, but I don't know how to use it. I don't think I have any other paint programs on hand. You'd think working with photoshop for 15 years would have taught me something but then you realize I am slightly retarded.
As for textures, something like this would be a start. Its baked lighting is not so severe as some of the newer WoW models (that I don't actually have them at the moment) but it is still there.
@IskatuMesk: Go
Ooh, now that is a nasty texture, is that a blizzard model ?
Anyways, I would try to add a new layer with a base color from the original image, and change the blending mode to Darken another layer, same color with Lighten, and change the levels so that it is darkened another layer that hold the height information and use xNormal Plugin to create your normal map
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Little WIP on my Reaper
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Nah, not blizzard. Yeah, the UV's on a lot of those (presumably that is what you are referring to) are not so good. The lighting information is pretty heavy on them which is where my big concern comes from, though. Believe me, you haven't seen bad until you've seen some of the "HD" textures people made for that game. I do already have a normal map. I haven't heard of xNormal before, I've used nDo in the past and currently use Mindtex. I'll have to give it a try sometime.
Speaking of UV's, how do you make your UV's? In zbrush?