Just asking, because I'd probably want to make a couple custom models (Never really used any 3d modelling program though, so I can't vouch for quality, but what I have done might be enough to do some simple, cartoony models)
I have 3dsmax, but is anyone willing to post exactly what is needed, not just for me, but for anyone looking to do this?
I support this thread. It would be great to have a little tutorial on how to import/export models on 3ds max/starcraft 2 editor. (Is it useful to install the m3 import plugin on 3ds max?)
The only model format the starcraft editor supports is an inhouse format called .m3, its an update of their previous model formats. There's (currently) no way to export a model as a .m3 from any 3D application (maya, softimage, 3DS max, blender (*insert puking noise here*), or any other 3D app) .
You can import .m3's into 3DSmax, but that's pretty much it.
You can create models now and hope there will be a way to export models as a .m3 soon.
Hurrah, Sixen! I was hoping for this. So far, I can't find a way to make Kheldrun "glow," so I think I need a custom model for that, and a custom portrait (since his eyes will be flashing).
The Glow wouldn't be part of the model but part of a texture, and then coded. You could also probably do it by looking at the shield animation for protoss structures and modify that too apply it to your character.
Really? That would be cool, but I think the flashing eyes and portrait to match might be needed to be modeled. :/
Wait, I'm not sure what you mean... you mean the glow of light around the wireframe? That's not what I'm looking for. If there are glows around the protoss buildings, though, the models, I mean, then I cannot see them because I have lowest settings on my computer. :/
Hmmm... I'd also like to be able to test it and see it.
As a Maya user, I wonder if any to-.m3 export plug-in will be made available? I see people mentionning 3ds max left and right, which I could have access to (student privileges 4tw) but I would really rather work with Maya since I feel confortable with it.
Does anyone has a clue about the matter? I mean, as a general tendency, does Maya receive some of the love his brother gets?
Kanaru's correct. As far as modeling and creating the assets you can use whichever software package you're comfortable with and simply export your models as an OBJ (this is the standard for moving assets across modeling platforms). In Maya you may need to enable OBJ export, go to your plugins and scroll through it untill you find "obj export", make sure you enable that. Once that's on select the models you want to put into 3d studio max and choose export (ensure UV's and Normals are enabeled or your UV mapping and modeling wont carry over fully) and make sure you export these assets somewhere that you can find them ;).
Once you've got your exported assets simply open 3dstudio max, go to file and choose import. Choose Wavefront OBJ as the filetype (or all files types) and find your OBJ. Open it up, right click the asset and convert it to an editable mesh. Follow the instructions in Nintentoxicated's M3 export thread and you should have be good to go. A little poking around in Max's material editor and you can have them fully textured as well.
Little complicated but do it a couple times and you'll have the process down. If there's enough interest i can make a tutorial showing step by step how to import an OBJ to MAX, put your textures on it and get it in game.
EDIT: There are forums devoted completely to creating video game art of all types, my personal favorite, polycount can be found here and has nearly a decade's worth of knowledge on all manner of game art. Here's a link to their technical forums:
I know it's been almost two weeks. Have been busy doing, making... things, and now that I have time, I wanted to thank you for your feedback.
Shortly after I installed 3ds Max, I followed your advice. And it works. What I import from Maya remains the same and it makes me one happy dwarf. Due to time constraints, however, I didn't give the .m3 exporter a shot yet. I'll be sure to come back if I encounter any problem related to that (in the devoted topic) or if I just wanna drop by to discuss any matter. Or talk beer.
i HAVE to ask. why is everyone using 3Ds max? when i found 3ds max, it said it was 3000 dollars. how can so many people be using this thing? is there some sortof cheaper version that works just as well with the editor or sumthin? o.o
There is a .m3 importer AND exporter!!! Just follow the instructions, and it works great.
Just be weary, the first few imports/exports took a while (up to 10 min), so don't freak out if 3ds max appears to freeze. Just go make a sandwich or something.
Because it looks like there is no tutorial on it yet, I will start making one.
Good day to you all
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Just asking, because I'd probably want to make a couple custom models (Never really used any 3d modelling program though, so I can't vouch for quality, but what I have done might be enough to do some simple, cartoony models)
I have 3dsmax, but is anyone willing to post exactly what is needed, not just for me, but for anyone looking to do this?
I support this thread. It would be great to have a little tutorial on how to import/export models on 3ds max/starcraft 2 editor. (Is it useful to install the m3 import plugin on 3ds max?)
The only model format the starcraft editor supports is an inhouse format called .m3, its an update of their previous model formats. There's (currently) no way to export a model as a .m3 from any 3D application (maya, softimage, 3DS max, blender (*insert puking noise here*), or any other 3D app) .
You can import .m3's into 3DSmax, but that's pretty much it.
You can create models now and hope there will be a way to export models as a .m3 soon.
There is a .m3 exporter in the works, so it's only a matter of time.
Hurrah, Sixen! I was hoping for this. So far, I can't find a way to make Kheldrun "glow," so I think I need a custom model for that, and a custom portrait (since his eyes will be flashing).
@AegisRunestone: Go
The Glow wouldn't be part of the model but part of a texture, and then coded. You could also probably do it by looking at the shield animation for protoss structures and modify that too apply it to your character.
Really? That would be cool, but I think the flashing eyes and portrait to match might be needed to be modeled. :/
Wait, I'm not sure what you mean... you mean the glow of light around the wireframe? That's not what I'm looking for. If there are glows around the protoss buildings, though, the models, I mean, then I cannot see them because I have lowest settings on my computer. :/
Hmmm... I'd also like to be able to test it and see it.
I'm going to give this a try once my computer is reformatted, and I get 3dsmax.
As a Maya user, I wonder if any to-.m3 export plug-in will be made available? I see people mentionning 3ds max left and right, which I could have access to (student privileges 4tw) but I would really rather work with Maya since I feel confortable with it.
Does anyone has a clue about the matter? I mean, as a general tendency, does Maya receive some of the love his brother gets?
@bouleau: Go
You could always convert from Maya to 3ds max and export using 3ds max.
From what I know conversions between Autodesk products are seamless.
@Kanaru: Go
Kanaru's correct. As far as modeling and creating the assets you can use whichever software package you're comfortable with and simply export your models as an OBJ (this is the standard for moving assets across modeling platforms). In Maya you may need to enable OBJ export, go to your plugins and scroll through it untill you find "obj export", make sure you enable that. Once that's on select the models you want to put into 3d studio max and choose export (ensure UV's and Normals are enabeled or your UV mapping and modeling wont carry over fully) and make sure you export these assets somewhere that you can find them ;).
Once you've got your exported assets simply open 3dstudio max, go to file and choose import. Choose Wavefront OBJ as the filetype (or all files types) and find your OBJ. Open it up, right click the asset and convert it to an editable mesh. Follow the instructions in Nintentoxicated's M3 export thread and you should have be good to go. A little poking around in Max's material editor and you can have them fully textured as well.
Little complicated but do it a couple times and you'll have the process down. If there's enough interest i can make a tutorial showing step by step how to import an OBJ to MAX, put your textures on it and get it in game.
EDIT: There are forums devoted completely to creating video game art of all types, my personal favorite, polycount can be found here and has nearly a decade's worth of knowledge on all manner of game art. Here's a link to their technical forums:
http://boards.polycount.net/forumdisplay.php?f=43
Use the search function properly and you can find anything could could ever want to know about UV mapping, Texturing, High poly baking, etc, etc.
Great community if any of you have hopes of becoming a game artist or just need to learn a few things to get something working in max or maya.
Hey guys.
I know it's been almost two weeks. Have been busy doing, making... things, and now that I have time, I wanted to thank you for your feedback.
Shortly after I installed 3ds Max, I followed your advice. And it works. What I import from Maya remains the same and it makes me one happy dwarf. Due to time constraints, however, I didn't give the .m3 exporter a shot yet. I'll be sure to come back if I encounter any problem related to that (in the devoted topic) or if I just wanna drop by to discuss any matter. Or talk beer.
Cheers, and thanks again.
i HAVE to ask. why is everyone using 3Ds max? when i found 3ds max, it said it was 3000 dollars. how can so many people be using this thing? is there some sortof cheaper version that works just as well with the editor or sumthin? o.o
Using the trial version of Max works if you're simply using it to run scripts and import/export.
If you're really wondering how so many people are using 3DS Max, you should realize modding is an activity that doesn't always abide the law.
@ShoryuKanoso: Go
I have to ask, why did you bump two threads with the same post?
epic 86 day bump... 3500 dollars sure... but pirating = 0 dollars.
I prefer blender for pure modelling, just saying.
Aha! time to share what i have learned over 3 days!
http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
There is a .m3 importer AND exporter!!! Just follow the instructions, and it works great.
Just be weary, the first few imports/exports took a while (up to 10 min), so don't freak out if 3ds max appears to freeze. Just go make a sandwich or something.
Because it looks like there is no tutorial on it yet, I will start making one.
Good day to you all