It's "look at" behavior, and could be a nice feature for 3d turret, bit it possibly the most bugged thing in the whole sc2, I fucked with it all day to make it work.
It's "look at" behavior, and could be a nice feature for 3d turret, bit it possibly the most bugged thing in the whole sc2, I fucked with it all day to make it work.
well.. I have sent you one PM before, but.. i don't really want to bother if you're not interested..
oh and don't mind me poking a bit at people, i just want to get to know you guys and get a few things done.. sc2 is definitely a lot different than what i'm used to at Hive
I didn't use it for anything, just read an article about so called "physics based shaders", where gloss maps were explained, and I remembered, that sc2 shader has one, so I tested and found, that it works.
They could be used for some cinematics models. Maybe for fantasy creatures, who usually have low-glossy clothes with high-glossy metallic parts on them, and also medium-glossy skin. Using bare specular map is enough for rts models.
I tired to make a realistically metallic zealot with his face and hands still look non-metallic (also used environment map with a mask, to increase the effect).
I didn't use it for anything, just read an article about so called "physics based shaders", where gloss maps were explained, and I remembered, that sc2 shader has one, so I tested and found, that it works.
They could be used for some cinematics models. Maybe for fantasy creatures, who usually have low-glossy clothes with high-glossy metallic parts on them, and also medium-glossy skin. Using bare specular map is enough for rts models.
I tired to make a realistically metallic zealot with his face and hands still look non-metallic (also used environment map with a mask, to increase the effect).
That looks amazing. You should apply it to a few Protoss structures and units and show us how it all looks ingame or in-editor when there's several of them in a same environment.
It didn't work good enough for the immortal, because he doesn't have much non-glossy parts. So, I didn't even draw a gloss map, just used R channel of diffuse map, so his black parts and the ones where team color is exposed, look like plastic, while other parts are kinda glossy polished metal.
Also, note, that most of the effect comes from the environment map.
How to achieve the effect correctly? I've done it the lazy way, but how to do it right?
1. Draw a gloss map. Actually, texturing programs generate it, but you can also draw it. White parts will be the more glossy parts, gray ones - the less.
2. Use Inverted gloss map as a mask for diffuse map. You can multiply something like 70% of inverted gloss map from the diffuse. Or configure the combined material with 1st layer black opaque, second blend diffuse with the mask I mentioned.
Why to darken diffuse map? For physical realism. It's the energy conservation concept. And gloss map is a constraint, that affects specularity and diffuse simultaneously to not leave the area of realistic look.
3. Use straight gloss map as a mask for spec map. Again, in PS or as a material layer.
4. Use any anvironment map with fresnel -> standard, with power about 0.2, and min about 0.4. And use the gloss map as environment mask.
Not sure if the texture refereces in the max file will be fine. Maybe just check "mopac paths", it should find those in sc2.
Also, the model is kinda "steel" or "chrome" in max file. To move bacl to the colorful one, change G to RGB in diffuse, specular and environment maps, and also set TC for emission and change 0 -> 1.0 emissive miltiplier.
And finally, pay attention to maps' RGB multiply and RGB add parameters. I changed them a bit, but if you will go the correct way, and do a proper gloss map, you won't have to touch those parameters.
Art Tools particle system and Unity particle system are pretty similar, so I'll post VFX I made in Unity. Total 114 of many kinds.
SC2 is full of cool looking effects created by blizzard, but if by chance someone wants something special for their map, some custom VFX (impact, launch, spells, buffs, beams, explosions - any kinds of effects) - PM me. Not free, but not bad either.
Nice selection of impact effects but the branched lightning from just before 0:40 just did not look right. Not enough bones with the blood set. First fire effect does not waver enough. The spark at 4:00 lingers for too long afterwards. The rock set of effects lack the bounce of the rock at the bottom like seen in the burrow charge model. Otherwise pretty impressive.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
@Veratai: Go
It's "look at" behavior, and could be a nice feature for 3d turret, bit it possibly the most bugged thing in the whole sc2, I fucked with it all day to make it work.
well.. I have sent you one PM before, but.. i don't really want to bother if you're not interested.. oh and don't mind me poking a bit at people, i just want to get to know you guys and get a few things done.. sc2 is definitely a lot different than what i'm used to at Hive
Adun Toridas :)
@Zolden: Go
Ah cool thank you.
Recently realized, how the Gloss map works for sc2 shader. It distinguishes between glossy (like metal) or dull (like wood) surfaces.
@Zolden: Go
Very cool. I'd be interested to see where you use It.
@JacktheArcher: Go
I didn't use it for anything, just read an article about so called "physics based shaders", where gloss maps were explained, and I remembered, that sc2 shader has one, so I tested and found, that it works.
They could be used for some cinematics models. Maybe for fantasy creatures, who usually have low-glossy clothes with high-glossy metallic parts on them, and also medium-glossy skin. Using bare specular map is enough for rts models.
I tired to make a realistically metallic zealot with his face and hands still look non-metallic (also used environment map with a mask, to increase the effect).
@Zolden: Go
That actually looks really amazing. Could be cool for heroes or treasure or something.
That looks amazing. You should apply it to a few Protoss structures and units and show us how it all looks ingame or in-editor when there's several of them in a same environment.
@AlexO6: Go
May look cool with some zoom in, but I'm lazy to do it.
@Zolden: Go
this is very nice, please share it with the setting.
whoa.. that's so shiny O.o
Adun Toridas :)
@Kailniris2: Go
Oh, I didn't even save it. But ok, i'll do the same to the immortal and share the max file.
@Zolden: Go
thx, I'm really looking forward
@Kailniris2: Go
It didn't work good enough for the immortal, because he doesn't have much non-glossy parts. So, I didn't even draw a gloss map, just used R channel of diffuse map, so his black parts and the ones where team color is exposed, look like plastic, while other parts are kinda glossy polished metal.
Also, note, that most of the effect comes from the environment map.
How to achieve the effect correctly? I've done it the lazy way, but how to do it right?
1. Draw a gloss map. Actually, texturing programs generate it, but you can also draw it. White parts will be the more glossy parts, gray ones - the less.
2. Use Inverted gloss map as a mask for diffuse map. You can multiply something like 70% of inverted gloss map from the diffuse. Or configure the combined material with 1st layer black opaque, second blend diffuse with the mask I mentioned.
Why to darken diffuse map? For physical realism. It's the energy conservation concept. And gloss map is a constraint, that affects specularity and diffuse simultaneously to not leave the area of realistic look.
3. Use straight gloss map as a mask for spec map. Again, in PS or as a material layer.
4. Use any anvironment map with fresnel -> standard, with power about 0.2, and min about 0.4. And use the gloss map as environment mask.
Not sure if the texture refereces in the max file will be fine. Maybe just check "mopac paths", it should find those in sc2.
Also, the model is kinda "steel" or "chrome" in max file. To move bacl to the colorful one, change G to RGB in diffuse, specular and environment maps, and also set TC for emission and change 0 -> 1.0 emissive miltiplier.
And finally, pay attention to maps' RGB multiply and RGB add parameters. I changed them a bit, but if you will go the correct way, and do a proper gloss map, you won't have to touch those parameters.
@Zolden: Go
Thank you very much for the detailed description, I'm trying to draw a nice model.
That looks super badass.
@Zolden: Go
Pimp my bot eat your heart out.
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
Art Tools particle system and Unity particle system are pretty similar, so I'll post VFX I made in Unity. Total 114 of many kinds.
SC2 is full of cool looking effects created by blizzard, but if by chance someone wants something special for their map, some custom VFX (impact, launch, spells, buffs, beams, explosions - any kinds of effects) - PM me. Not free, but not bad either.
Nice selection of impact effects but the branched lightning from just before 0:40 just did not look right. Not enough bones with the blood set. First fire effect does not waver enough. The spark at 4:00 lingers for too long afterwards. The rock set of effects lack the bounce of the rock at the bottom like seen in the burrow charge model. Otherwise pretty impressive.
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
very nice! (i had to watch it twice)
: )