Does anyone know how to create a beam in 3ds max? Would be super helpful.
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Stuff I've worked on: Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
I just need to know where to start to create a beam in 3ds max and hopefully I'll be able to take it from there. We're trying to figure it out for the StarCrafts Mod, so it's going to be a 2D art asset used for the beam art (if possible).
Ultimately, every single sc2 beam will be recreated so I'm just trying to find out the method for creating one in general for starters.
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Stuff I've worked on: Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
I suppose, you have Art Tools installed in your max.
Go Geometry -> Particle Systems -> SC2SplnRbn. It's a spline ribbon. Create one. It has two parts. Place the first one to the (0, 0, 0) and the second one - to the (0, -200, 0). Set rotation of the first one to (90, 0, 0), and the second one to (-90, 0, 0). This is required both for correct work, and convenient preview.
Create a single bone and name it "Attacher". Then align (both by position and angle) it to the second part of the ribbon object, and attach (link) the bone to the second part.
Then create sc2 material (usually unlit, in blend or add mode, with no shadow and some emission) and apply it to the ribbon object.
Spline ribbon object has some parameters with obvious meaning, so it will be easy to make it look like you want. That "Attacher" bone is the main part that lets the engine attach the second end of the beam to the target. You can also attach some particle effects to the Attacher bone to make them appear at target impact point. While particle effects that are not expicitly attached to anything will be attached to the root aka launch point.
Awesome, very much appreciated. We'll give this a shot.
Rollback Post to RevisionRollBack
Stuff I've worked on: Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
Does anyone know how to create a beam in 3ds max? Would be super helpful.
Stuff I've worked on:
Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
OK, so some images, more details, looks like ... would be nice...
Not that I would know how to do this, but for others...
T.
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I just need to know where to start to create a beam in 3ds max and hopefully I'll be able to take it from there. We're trying to figure it out for the StarCrafts Mod, so it's going to be a 2D art asset used for the beam art (if possible).
Ultimately, every single sc2 beam will be recreated so I'm just trying to find out the method for creating one in general for starters.
Stuff I've worked on:
Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
I suppose, you have Art Tools installed in your max.
Go Geometry -> Particle Systems -> SC2SplnRbn. It's a spline ribbon. Create one. It has two parts. Place the first one to the (0, 0, 0) and the second one - to the (0, -200, 0). Set rotation of the first one to (90, 0, 0), and the second one to (-90, 0, 0). This is required both for correct work, and convenient preview.
Create a single bone and name it "Attacher". Then align (both by position and angle) it to the second part of the ribbon object, and attach (link) the bone to the second part.
Then create sc2 material (usually unlit, in blend or add mode, with no shadow and some emission) and apply it to the ribbon object.
Spline ribbon object has some parameters with obvious meaning, so it will be easy to make it look like you want. That "Attacher" bone is the main part that lets the engine attach the second end of the beam to the target. You can also attach some particle effects to the Attacher bone to make them appear at target impact point. While particle effects that are not expicitly attached to anything will be attached to the root aka launch point.
Awesome, very much appreciated. We'll give this a shot.
Stuff I've worked on:
Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
So just create a bone named "attacher", then link whatever i want to it to create a beam?
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