From creating models from scratch, I've switched to modifying sc2 modes, and it works much faster, and models look prettier. Here are 4 flying vinci units, Caravan, Air Destroyer, Fighter and Cargo Dirigible. I made 'em in a few hours, and I would spend a week if i'd make em from scratch.(Scales aren't adequate in this test map)
Thanx man. Yeah, blue glow makes protoss air look better, but actually I was trying to remake this guy: , and it has no blue glow, it's steam powered thing, steam can't produce blue glow, too low temperature.
@Zolden: Go He means the in-game wireframe for the unit. And I'd say it takes less than 5 minutes... ;-)
I see, yeah, good remake, so no blue glows. Of course if the intention wasn't to go for a remake you could change a lot and add protoss awesomeness to it ;-)
Ok so you have selected the Cargo Dirigible but it has an icon of a dropship :) This icon is called wireframe in editor (the one above health and energy)
Oh, that picture. Yeah, I'll change it. What a monster would I be to leave such a modificated model with an original wireframe picture. Hitler would do it. But not me.
Needs a rolling emissive along the barrel or rings to look like power is going through it (similar to ingame shape models). Also since when did guns have square barrels? Use a 8+ facet barrel instead of 4 please.
Oh, nice idea about the energy, and I know how to do it.
And yes, now I see that 4 faces isn't enough for guns, it was one of the questions for this test model - how low the poly count could be when normap map's taking care of the surface structire. Now I feel it. Maybe not for this model (bored to reskin), but for futher ones I'll use more faces where it's necessary.
Nothing new, just a usual TurretZ using. Only one axis of rotation - Z. The only known bug was about the turret falling down the floor, like if Ref_TurretZ point always has Z coordiante equals 0, even if it's attached to a bone on desired height. It can be solved: main turret bone should only take orientation constraint from the Ref_TurretZ, while its position shouldn't depend on it. It's all I know and it's enough to create turrets.
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Hate to say that, but those people inside cabins is too much work for me right now. They are cool, but they are whole models ;/
While Giacomo walking and Doge weapon expanding is easy to fix, so it will be done.
From creating models from scratch, I've switched to modifying sc2 modes, and it works much faster, and models look prettier. Here are 4 flying vinci units, Caravan, Air Destroyer, Fighter and Cargo Dirigible. I made 'em in a few hours, and I would spend a week if i'd make em from scratch.(Scales aren't adequate in this test map)
There pretty amazing.
Will you be releasing these to the public?
Sure, after I finish the map I'm making 'em for.
@Zolden: Go They look great! Specially the protossish one. Throw in a blue glow here and there and its perfect! Keep up the good work.
@SoulFilcher: Go
Thanx man. Yeah, blue glow makes protoss air look better, but actually I was trying to remake this guy: , and it has no blue glow, it's steam powered thing, steam can't produce blue glow, too low temperature.
Hey! Add wireframe picture :) It's like 5 minutes of work and makes you feel even better :D
Fun stuff :)
@Leruster: Go
You mean wireframe from 3ds max where everything look like a cage?
@Zolden: Go He means the in-game wireframe for the unit. And I'd say it takes less than 5 minutes... ;-)
I see, yeah, good remake, so no blue glows. Of course if the intention wasn't to go for a remake you could change a lot and add protoss awesomeness to it ;-)
@SoulFilcher: Go
Hmm, sry, but what's in-game wireframe? That editor's modelviewer screen with attachment points and animations? Or what?
@Zolden:
Ok so you have selected the Cargo Dirigible but it has an icon of a dropship :) This icon is called wireframe in editor (the one above health and energy)
Oh, that picture. Yeah, I'll change it. What a monster would I be to leave such a modificated model with an original wireframe picture. Hitler would do it. But not me.
Managed to learn how to create normal maps, and there is my first model with self made normal map - a turret. Any remarks?
@Zolden: Go
Looks pretty nice however the textures make it look like a circus toy. Normal looks good hard to tell though.
Alright, retextured a little to make it look more serious :))
Left the team color though. Think it's best I can do with such a about 400 polys model.
@Zolden: Go
That is much better. Looks really good keep up the good work.
Needs a rolling emissive along the barrel or rings to look like power is going through it (similar to ingame shape models). Also since when did guns have square barrels? Use a 8+ facet barrel instead of 4 please.
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
@DrSuperEvil: Go
Oh, nice idea about the energy, and I know how to do it.
And yes, now I see that 4 faces isn't enough for guns, it was one of the questions for this test model - how low the poly count could be when normap map's taking care of the surface structire. Now I feel it. Maybe not for this model (bored to reskin), but for futher ones I'll use more faces where it's necessary.
You mastered adding turrets yet?
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
Nothing new, just a usual TurretZ using. Only one axis of rotation - Z. The only known bug was about the turret falling down the floor, like if Ref_TurretZ point always has Z coordiante equals 0, even if it's attached to a bone on desired height. It can be solved: main turret bone should only take orientation constraint from the Ref_TurretZ, while its position shouldn't depend on it. It's all I know and it's enough to create turrets.