I wanted to have a little fun and import personalized doodads into the sc2 editor. I watched the tutorial and managed to import the SCII Mapster logo without any problems. I also have 3d studio max 2010 and got the m3. plugin.
Problem: I'm a solidworks user and i'm not very familiar with how texturing works. Generally, in solidworks, you just apply materials, at least in the projects i worked on.
I can import into 3ds anything i make in solidworks with no problem, but i don't know how to make or add texture to the object. I googled but i don't think i'm googling the right words or getting what i'm looking for. I also tried opening that sc2 mapster logo in 3ds max and it did, but it couldn't locate the textures (yes i did dl them and they load in the sc2 editor).
I can import my models sc2 editor without any problems but i cannot see them as they don't have a skin/texture.
Pretty much the same for 3ds Max. You have a "material editor" and if you have a model and want to use it in SC2 you want to use the "starcraft 2" material type.
To launch the material editor just press "M" (that's the hotkey) or find the button for it. Change it to SC2 type material and import your maps there and apply them to the model by dragging them onto it (If you need a more in depth explanation I will, but that's the idea)
Imported models (out of the game) require the texture maps for said model to be in the 3ds max "maps" path. By default it should be on your 3ds max rootfolder in a folder called "maps"
i opened the material editor and found the starcraft 2 material type. Editing it seems a bit rough. I think i should play a little with this before asking any other silly questions.
I appreciate your answer and i'm greatful that i didn't get my hand slapped for asking such a basic question,but unfortunately i'm still stuck. I'm going to see if i can learn 3ds max a little before i ask anything else. Keep an eye on this forum, since i'll probably be asking some questions again soon! :D
My test subject is an extrusion of a Chuck Norris silhouette i made for a lamp in my solidworks class, haha.
Probably not. That'd be because they actually have no material and thus, no texture to be swapped. That'd be my guess, though. I'd need the file ( I'm not asking for it) to check if the model does have a material or not.
This stuff is so confusing.
Why cant I just change the texture through the models tab in the editor?
I was sure that there was an easier way. I got these dark protoss units cuz I thought theyd be cool and it's turning out to be no ez task at all.. a project in itself.
It's harder than that.
I am familiar with the "m3" model changes. Thats easy just find the picture in the models tab and choose the one u want..
Well, dark toss downloads are at the bottom of the "browse" list like any other imported file.
Hey, another person who uses solidworks for making the models, great! I'm assuming you've done everything correctly in converting the imported models into editable meshes, and so I will give you some basic guidance on how to do texturing, because it is not anything like any of the other engineering programs I use for applying textures (Granted, that is only solidworks and rhino).
First off, you have to create a material, as described by xcorbo. I personally use in-game textures (i.e., things from existing starcraft models) because I don't have the will/capacity to do any 2d art, and making normal maps looks like a pain. It also makes it easier for people to import. A good point of reference is to import an existing model and look at some of its material properties (specularity, flags, and multipliers) to see how things should be. This will also be VERY important in using particle emitters.
3ds max allows significantly more control of how textures are applied through use of the modifier "Unwrap UVW". This will allow you to "paint" a texture onto an existing model. Once you apply this modifier, you can click on "edit UVW". A window with a checkered background and a bunch of green squares will appear. In the upper right corner is a drop-down menu with the option to change the material from checkered to "Composite texturemap". The checkered squares are a default because they are extremly useful in checking scale/alignment between contiguous pieces, but in general you are going to want to work off the composite texture map, or the textures you are actually using. Once here, you may notice the green squares correspond to faces of your model. Play around to find out what all the different settings do, as there are quite a few that can assist the process. One hint: at the upper ribbon of this window is a menu called "mapping". Experiment with the different kinds of mapping you can perform on your model, as it will create different chunks of faces spaced out in different ways which can greatly ease your ensuing pain. Finally, if you are using a symmetric model, I suggest using only half of it, texturing it, and then mirroring it. It will save you some pain with 3ds max's lack of snaps.
First post on this site, but fellow professional Solidworks user. Is 3DS max required to make a model and get it into SC2 with textures? Is there any way to honestly get it free or near free?
You can use free modeling software like Wings or Blender, texture it in Gimp and export it using Blender m3 addon OR you can download the trial version of 3dsmax 2009-2012 which are working rather nice with the 3dsmax M3 plugins
Thanks for the reply Leruster. I'm running OSX on a maxed out MBP. I'm fluent in creative suite (photoshop, illustrator, etc) and solidworks, but I don't know Gimp. Is that OSX friendly or is there an OSX equivalent?
EDIT: Just downloaded GIMP for OSX. It appears that was only recently availabel.
So between Solidworks and GIMP, what else do I need to make a unit from scratch? Blender for importing solidworks files? AM I missing anything?
If you want to make a full unit from scratch including models, you'll need a modelling program like Leruster mentioned above. If you want to do custom texture swaps to make new units, you can make due without a 3D program. Of course you'll be more limited without a 3D program, but you'll also avoiding having to learn a new program if all you want to do is jump in and start making custom stuff.
Custom texture swaps can be done in game using the Texture Select by ID method, or by importing a texture and replacing one that exists in the game. Texture Select by ID would be a cleaner process, though it involves a bit of data work to do.
I think that the best way would be to export .obj file from solidworks to blender and skin it there. But the question is:
aren't solidworks more for CAD purposes? :)
I don't know but it would be strange to model a unit in there ;) At least the organic one
I recommend Wings. It is available for OSX, it's very easy to start of with it, you can set the navigations in viewport as in max/maya and other software.
Or just go full blender with it. Remember that the model is like half way through, you need to give it a rig, textures, animations (even basic ones) and just then export.
I am interested in both new textures and models. I'm primarily interested in Protoss and Terran right now, kind of a for fun project that evolves unit design rather than adding new bad units, and I'm fluent in Solidworks so that's why I'm starting there...
In particular I feel that Blizzard made some unfortunate, if necessary mistakes with SC2 art design. They definitely tried to make SC2 appeal to Warcraft and LoL fans by making Protoss units busy, fancy, ornate, and a bit less sci-fi that I'd like. Protoss units got too complex and insectoid looking in SC2. They used to be purer and cleaner in BW (overall). I'm a professional product designer and I like how blizzard took an evolutionary approach with the protoss buildings. They did a great job there, with the cybernetics core, gateway, etc. I just think they fell short on the unit end of things.
EG Here's a quick Carrier I photoshopped the other day. The idea is to evolve the BW carrier but make it cleaner and less busy in the back, and less bejeweled. It sill needs some work, but I think the direction has promise.
Hi guys.
I wanted to have a little fun and import personalized doodads into the sc2 editor. I watched the tutorial and managed to import the SCII Mapster logo without any problems. I also have 3d studio max 2010 and got the m3. plugin.
Problem: I'm a solidworks user and i'm not very familiar with how texturing works. Generally, in solidworks, you just apply materials, at least in the projects i worked on.
I can import into 3ds anything i make in solidworks with no problem, but i don't know how to make or add texture to the object. I googled but i don't think i'm googling the right words or getting what i'm looking for. I also tried opening that sc2 mapster logo in 3ds max and it did, but it couldn't locate the textures (yes i did dl them and they load in the sc2 editor).
I can import my models sc2 editor without any problems but i cannot see them as they don't have a skin/texture.
Any helpful guidance would be appreciated.
Pretty much the same for 3ds Max. You have a "material editor" and if you have a model and want to use it in SC2 you want to use the "starcraft 2" material type.
To launch the material editor just press "M" (that's the hotkey) or find the button for it. Change it to SC2 type material and import your maps there and apply them to the model by dragging them onto it (If you need a more in depth explanation I will, but that's the idea)
Imported models (out of the game) require the texture maps for said model to be in the 3ds max "maps" path. By default it should be on your 3ds max rootfolder in a folder called "maps"
@xcorbo: Go
i opened the material editor and found the starcraft 2 material type. Editing it seems a bit rough. I think i should play a little with this before asking any other silly questions.
I appreciate your answer and i'm greatful that i didn't get my hand slapped for asking such a basic question,but unfortunately i'm still stuck. I'm going to see if i can learn 3ds max a little before i ask anything else. Keep an eye on this forum, since i'll probably be asking some questions again soon! :D
My test subject is an extrusion of a Chuck Norris silhouette i made for a lamp in my solidworks class, haha.
Can you not give them the right textures using the Texture Select By Id actor event?
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
@Hobbesss: Go
No problem, that's what we're here for ;o
@DrSuperEvil: Go
Probably not. That'd be because they actually have no material and thus, no texture to be swapped. That'd be my guess, though. I'd need the file ( I'm not asking for it) to check if the model does have a material or not.
Well then do an experiment and see if models with no default texture can be?
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
This stuff is so confusing. Why cant I just change the texture through the models tab in the editor? I was sure that there was an easier way. I got these dark protoss units cuz I thought theyd be cool and it's turning out to be no ez task at all.. a project in itself.
Am i miising something??
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya
the dark protoss units are simply different models, just open the model e.g. probe and change its model to dark protoss probe
@b0ne123: Go
It's harder than that. I am familiar with the "m3" model changes. Thats easy just find the picture in the models tab and choose the one u want.. Well, dark toss downloads are at the bottom of the "browse" list like any other imported file.
http://www.sc2mapster.com/assets/dark-protoss/
heres where I got them from. If you can help just tell me what you did, or tell me what to do step by step.
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya
Hey, another person who uses solidworks for making the models, great! I'm assuming you've done everything correctly in converting the imported models into editable meshes, and so I will give you some basic guidance on how to do texturing, because it is not anything like any of the other engineering programs I use for applying textures (Granted, that is only solidworks and rhino).
First off, you have to create a material, as described by xcorbo. I personally use in-game textures (i.e., things from existing starcraft models) because I don't have the will/capacity to do any 2d art, and making normal maps looks like a pain. It also makes it easier for people to import. A good point of reference is to import an existing model and look at some of its material properties (specularity, flags, and multipliers) to see how things should be. This will also be VERY important in using particle emitters.
3ds max allows significantly more control of how textures are applied through use of the modifier "Unwrap UVW". This will allow you to "paint" a texture onto an existing model. Once you apply this modifier, you can click on "edit UVW". A window with a checkered background and a bunch of green squares will appear. In the upper right corner is a drop-down menu with the option to change the material from checkered to "Composite texturemap". The checkered squares are a default because they are extremly useful in checking scale/alignment between contiguous pieces, but in general you are going to want to work off the composite texture map, or the textures you are actually using. Once here, you may notice the green squares correspond to faces of your model. Play around to find out what all the different settings do, as there are quite a few that can assist the process. One hint: at the upper ribbon of this window is a menu called "mapping". Experiment with the different kinds of mapping you can perform on your model, as it will create different chunks of faces spaced out in different ways which can greatly ease your ensuing pain. Finally, if you are using a symmetric model, I suggest using only half of it, texturing it, and then mirroring it. It will save you some pain with 3ds max's lack of snaps.
First post on this site, but fellow professional Solidworks user. Is 3DS max required to make a model and get it into SC2 with textures? Is there any way to honestly get it free or near free?
You can use free modeling software like Wings or Blender, texture it in Gimp and export it using Blender m3 addon OR you can download the trial version of 3dsmax 2009-2012 which are working rather nice with the 3dsmax M3 plugins
@Leruster: Go
Thanks for the reply Leruster. I'm running OSX on a maxed out MBP. I'm fluent in creative suite (photoshop, illustrator, etc) and solidworks, but I don't know Gimp. Is that OSX friendly or is there an OSX equivalent?
EDIT: Just downloaded GIMP for OSX. It appears that was only recently availabel.
So between Solidworks and GIMP, what else do I need to make a unit from scratch? Blender for importing solidworks files? AM I missing anything?
If you want to make a full unit from scratch including models, you'll need a modelling program like Leruster mentioned above. If you want to do custom texture swaps to make new units, you can make due without a 3D program. Of course you'll be more limited without a 3D program, but you'll also avoiding having to learn a new program if all you want to do is jump in and start making custom stuff.
Custom texture swaps can be done in game using the Texture Select by ID method, or by importing a texture and replacing one that exists in the game. Texture Select by ID would be a cleaner process, though it involves a bit of data work to do.
http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#p1
@DelPaxton: Go
I think that the best way would be to export .obj file from solidworks to blender and skin it there. But the question is: aren't solidworks more for CAD purposes? :) I don't know but it would be strange to model a unit in there ;) At least the organic one
I recommend Wings. It is available for OSX, it's very easy to start of with it, you can set the navigations in viewport as in max/maya and other software. Or just go full blender with it. Remember that the model is like half way through, you need to give it a rig, textures, animations (even basic ones) and just then export.
Thanks for the advice all.
I am interested in both new textures and models. I'm primarily interested in Protoss and Terran right now, kind of a for fun project that evolves unit design rather than adding new bad units, and I'm fluent in Solidworks so that's why I'm starting there...
In particular I feel that Blizzard made some unfortunate, if necessary mistakes with SC2 art design. They definitely tried to make SC2 appeal to Warcraft and LoL fans by making Protoss units busy, fancy, ornate, and a bit less sci-fi that I'd like. Protoss units got too complex and insectoid looking in SC2. They used to be purer and cleaner in BW (overall). I'm a professional product designer and I like how blizzard took an evolutionary approach with the protoss buildings. They did a great job there, with the cybernetics core, gateway, etc. I just think they fell short on the unit end of things.
EG Here's a quick Carrier I photoshopped the other day. The idea is to evolve the BW carrier but make it cleaner and less busy in the back, and less bejeweled. It sill needs some work, but I think the direction has promise.