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.
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.