I'd like to request a model for anyone who knows how to edit or create models.
What I need is basically the mutalisk, but withouth the body, tail or head. Just the wings.
The wings should still have their flapping animation just like they do as the mutalisk stands.
Afterwards, the wings should be rotated backwards about 45% around the X axis, so that they could be placed on a humanoid's back, flapping a bit forward, and not downward as they are now.
Finally, the model should be pushed backwards and upwards a little bit from its origin point (or whatever it is) so that if I attach it to a humanoid's 'center', the wings should be coming out of the back of the shoulders, and not out of his middle stomach.
I think this would be easier if you editted the textures instead of the models. Make the centre parts seethroug by editting the spec and diffuse. Then I'm guessing host site operations to place it onto whatever unit you're trying to place the wings onto.
I suck at textures, so I usually don't play with those. The only reason I don't have this finished yet is because I'm relearning 3ds Max while also trying to learn the newest version. Ran into a hurdle I'm trying to overcome and then I'm done.
Well I can attach the models yes, that I can do, and I don't really mind how the head/body/tail are gone, but I just want mutalisk wings with animation.
Removing textures sounds like a simple way, again, I don't know how to do even that, and I'd appreciate this getting done any way possible.
Also, if its possible to flip the model around 45% backwards around the X axis, so they will flap forward+downward and not just downwards as they do now.
I was like "oh I wonder what super cool model he wants...click....what? A mutalisk but without its boxy....ummm..what?" Anyway, I cant make models for my life, but what are you planning on using a set of wings for?
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I have a 3ds version of them right now, wings are tilted just as you asked (I knew what you were going for) and I even rounded off the edges to make the wings look a little more normal, but if the animation of that part looks ugly when I import it then I'll tone those back to default.
Problem is that I'm a nub and I don't know how to get the prepped for exporting without killing the animation. I'm pretty sure, from what I read on the .m3 plugin that in order to export them I have to collapse the modifiers down to an editable mesh. When I do that I also lose the skinning (that's the modifier process that attaches the models the animated bones.
By the time I figure that out I bet Ulti will have seen this thread and finished the edit.
I will let it slide, since I believe the 'no spoilers' rule overrides the 'show what you used your request for' rule.
I may have to ask you how to get a unit to burn in flames. I plan on making some WoW themed maps for some of my WoW addict friends and I'll be transplanting the shadow priest I used to play (when I played WoW) in the map, but I'll need to be able to make the unit go transparent (easy), dark purple (easy), and have flame like wisps rising from the model (not so easy).
I haven't even really read about modifying the way units look yet, aside from trying to attach two of them together, so some of that didn't make sense just yet, but I will keep that in mind. Heck, I don't even know what a footprint is in terms of SC2 even though I've seen that in the data editor.
Well actually this is my first time using a custom model, can someone link me the best program right now to export it to the game? I've just managed to view the file in the previewer (which looks great btw :] ) but I don't know how to 'add it to the list'
Hello mapsterians.
I'd like to request a model for anyone who knows how to edit or create models.
What I need is basically the mutalisk, but withouth the body, tail or head. Just the wings. The wings should still have their flapping animation just like they do as the mutalisk stands.
Afterwards, the wings should be rotated backwards about 45% around the X axis, so that they could be placed on a humanoid's back, flapping a bit forward, and not downward as they are now.
Finally, the model should be pushed backwards and upwards a little bit from its origin point (or whatever it is) so that if I attach it to a humanoid's 'center', the wings should be coming out of the back of the shoulders, and not out of his middle stomach.
Thanks in advance :)
@38dedo: Go
That sounds like an interesting project, I'll see if I can't give that a go.
I think this would be easier if you editted the textures instead of the models. Make the centre parts seethroug by editting the spec and diffuse. Then I'm guessing host site operations to place it onto whatever unit you're trying to place the wings onto.
I suck at textures, so I usually don't play with those. The only reason I don't have this finished yet is because I'm relearning 3ds Max while also trying to learn the newest version. Ran into a hurdle I'm trying to overcome and then I'm done.
It doesn't involve any texturing. All you have to do is black and white stuff to simulate the see through effect on the warp pray.
Well I can attach the models yes, that I can do, and I don't really mind how the head/body/tail are gone, but I just want mutalisk wings with animation.
Removing textures sounds like a simple way, again, I don't know how to do even that, and I'd appreciate this getting done any way possible.
Also, if its possible to flip the model around 45% backwards around the X axis, so they will flap forward+downward and not just downwards as they do now.
I was like "oh I wonder what super cool model he wants...click....what? A mutalisk but without its boxy....ummm..what?" Anyway, I cant make models for my life, but what are you planning on using a set of wings for?
@zeldarules28: Go
Did you see the mutalisk wings? they are great quality flapping dragon wings. You can use them to the edge of your imagination with attachments.
A zealot with wings that can fly? Maybe flying banelings?
I have my own personal use for them in my work right now which I prefer not to give to much detail about at this point in time.
I have a 3ds version of them right now, wings are tilted just as you asked (I knew what you were going for) and I even rounded off the edges to make the wings look a little more normal, but if the animation of that part looks ugly when I import it then I'll tone those back to default.
Problem is that I'm a nub and I don't know how to get the prepped for exporting without killing the animation. I'm pretty sure, from what I read on the .m3 plugin that in order to export them I have to collapse the modifiers down to an editable mesh. When I do that I also lose the skinning (that's the modifier process that attaches the models the animated bones.
By the time I figure that out I bet Ulti will have seen this thread and finished the edit.
4char
lol, see.
@UltiDrgn: Go
Thanks, much appreciated ;).
This is spartastic
@38dedo: Go
You has to post screenies of what you're attaching it to now. I think it's a rule or something.
@Mienk: Go
Now now, its not something I want to give away, just picture it attached to the back of a dark zealot, burning in green flames.
@38dedo: Go
I will let it slide, since I believe the 'no spoilers' rule overrides the 'show what you used your request for' rule.
I may have to ask you how to get a unit to burn in flames. I plan on making some WoW themed maps for some of my WoW addict friends and I'll be transplanting the shadow priest I used to play (when I played WoW) in the map, but I'll need to be able to make the unit go transparent (easy), dark purple (easy), and have flame like wisps rising from the model (not so easy).
@Mienk: Go
Simply make an actor like copied from a regual tree, just remove the footprint.
Next change the model of the actor to fire.
In the actors' Events + you can make an event to change the fire color, and also play with attachments to make the flame be part of a unit.
@38dedo: Go
that's nifty.
@38dedo: Go
I haven't even really read about modifying the way units look yet, aside from trying to attach two of them together, so some of that didn't make sense just yet, but I will keep that in mind. Heck, I don't even know what a footprint is in terms of SC2 even though I've seen that in the data editor.
Well if you'll need help with it in the future, i'm... somewhere
Well actually this is my first time using a custom model, can someone link me the best program right now to export it to the game? I've just managed to view the file in the previewer (which looks great btw :] ) but I don't know how to 'add it to the list'
Thanks in advance