You might be interested in this link: it's about how to create models for SC2.
It has been made by a guy from SEN. :D
Wtf?
How'd you get that link? and most importantly why are you just spreading it around when it's not even done?
Anyway, really, one can get pretty decent at modelling just by reading 3ds max tutorials (They come with the program).
Other than that the HELP also does help you unlike many other programs where the help's just random crap.
What kind of things are you particulary interested in? That's so I take them into consideration when I do get to do the modeling part of my tutorial.
Wtf?
How'd you get that link? and most importantly why are you just spreading it around when it's not even done?
Anyway, really, one can get pretty decent at modelling just by reading 3ds max tutorials (They come with the program).
Other than that the HELP also does help you unlike many other programs where the help's just random crap.
What kind of things are you particulary interested in? That's so I take them into consideration when I do get to do the modeling part of my tutorial.
Hello xcorbo. Right now I'm following tutorials and learning 3DS max, it is a great tool with so much options its crazy, it will undoubtedly take a lot of time to master, but its a lot of fun to learn.
At the moment I'm interested in knowing three things. The first one is how to successfully implement your custom models in SC2, I already have the plugin and I already exported it as a .m3 model, but I don't know how to put it in SC2. This is more of an issue with the data editor which I'm still unfamiliar with.
The second thing is what are the limitations for importing things into SC2, like a poly count or size you are supposed to aim? And can you color stuff and export them? Because it seems to me that using SC2 material only gives you gray
Finally, I would like to ask a more general question about the ways to successfully make a model, like, what are the different techniques for modeling 3d characters and what are the most appropriate for doing so for SC2, Im currently learning to do a polygon by polygon approach using 2d Images and matching and fixing, which I know to be fast and appropriate, but is there anything else I should keep in mind. This also presents me the limitations that you need the front and side pictures which I may not have, and I suck at drawing so it could be a problem for me.
PD: for inserting different colors, do you need to make a different model for every different colored object?
Thanks a lot for taking your time to help, this is what makes the community so great
Importing your models to the editor is really easy, I'll do a quick reply right now and later (tonight) I'll make a step by step tutorial on it, but here's the quick reply.
I take it that exporting the model is not a problem (since you have the .m3 already). To import your model you have two different options, either replace an existing one or just import it and make unit clone point to the model. I'll cover up the easy way right now which is replacing an existing.
1)
What you have to do is open up the import manager and import a new file. You do this by right clicking the blank box where things should appear, since there's nothing imported as for now the box IS blank. after right click you "add file" (or import, I can't remember) and the editor should open a new box and start listing up all files in your computer (yeah...)
By default they'll all be selected, so make sure you unselect the root to unselect them all or you'll end up importing all your files to your map >.>
We're going to replace the SCV model so you need your model to be named SCV.m3
In the file list box find your custom .m3 model (which is renamed to SCV.m3) and check its box to import it and set the importing path (some typeboxes above the file list) to "Assets\Units\Terran\SCV\"
Then click OK and the box that once was blank should list your model under the "Assets\Units\Terran\SCV\" path. If it has other subfolders just move the file up/down or whatever but the model's final path MUST be Assets\Units\Terran\SCV\SCV.m3
SAVE whatever you do in the import manager and your new model should now replace the SCV one.
If you can't get the path right, just put the SCV.m3 in your desktop which is the "root" that is to it doesn't have any subfolders added to it that might mess up.
Though, if importing is the only problem (and not actually modeling/exporting the model) the current image editing chapters of my tutorial should help you getting your files into the editor, after all it IS the same process for all files.
Check this specifically: http://farty1billion.dyndns.org/Starcraft%20II%20Graphics%20Guide/chapters/24.html
2) I haven't had any limitations importing my models so far. I've got 50k polys models (obviously not low poly models but definitely not high poly either) without a problem, the only issue is that when you have so many geometry the exporter might take a while. SC2's engine should handle quite a few millions of millions polys, the average range of unit's polys is around 5k (from the ones I've seen) So imagine that with the 11k unit limit +´terrain meshes, doodads and of that, so yeah, the only limitation you'll really have it the stupid max 10MB limit per map...
3) There's no "proper" way to model, everyone does it the way it's faster for them, for example, you're kinda "copying" an image while there's others that also do "box" modeling (which is you start of with a box and you do stuff with just extrudes + smoothing and so, though, to make more organical forms I tend to use line modeling, which is that you have a set of lines, kinda like building a "wireframe" and then you apply a modifier that makes all the lines and creates geometry out of them. (See the knight chess piece tutorial if it's on your version of 3ds max). Line modeling is useful because you can always refine lines to create even more details, though, many people just have a "base" mesh of a human body now and they sculpt it using zbrush or mudbox (might wanna youtube them to get more excited about modeling ;P).
But what you say is pretty much how you should model, "fast and appropiate".
4) Not sure what you mean with "different colors".
lulz...
I said "short reply" but it ended up being a wall of text so tl;dr
1) Check the tutorial I posted, it covers up file importing and it should be the same "replace original" process like in the linked tutorial, though, there's more ways of importing than this
2)none. I've got 50k + polys inside, it only slows down your exporting process (out from max), you'll only probably have a 10MB per map limit >.>
3) model the way you're the most comfortable with, there's not "proper" way to model for SC2. (at least that I know of)
4) not sure with you mean with "different colors)
@Kitadol: Go
In my experience, nope. Plus zbrush and mudbox are sculpting tools, you still need to have a base model to sculpt. The interfaces are way harder (at least to me) and I never really got anywhere with it (like what you see in some videos) I mainly used zbrush to deform human bodies and make some weird humanoids (big heads, longer arms that grow into spikes and such) nothing really hard to do.
To use them you REALLY have to know what you're doing, though, so I really recommend to model for a bit or you can try playing with those tools and see how that works out for you.
Note that also they have far higher requirements than 3d modelling apps. Sculpting softwares work with multi-million polys. I think you can tell by the name what that means :P
Is it possible to import model that has name like test.m3 and assign it to new custom unit instead of replacing existing ones ?
50k is high poly for games I think xD . Specially SC2.
It should be. I'm going to try right now.
yeah I guess 50k is high for something that's supposed to handle the model a lot more times than just one :P
I just did it as a test to see if it messed up SC2 and such. I ended up waiting like 23 minutes for the exporter plug in to finish and, oh god, I'm glad it did work on SC2 or those would've been some of the worst wasted 23 minutes ever :P
is it easier/more convenient to use mudbox to make character models?
You will want to already have an existing model if you are going to sculpt. Sculpting lets you get really detailed with your model, but you don't want to start from scratch with it.
Polygon counts can get very high, but you can go down to lower subdivision levels and convert your highest into a normal map. I haven't personally done this yet, cause I only found out about it a few days ago.
You will also want to know about UV mapping before you do anything with Mudbox. UV mapping with a really high polycount would be very tedious and you will want to have your UV map setup before you do anything texture related.
You know that you can reduce poly count on the ass.
Remember. Textures can create illusion. So you dont need to do details on model.
Finished the body, screwed up the ass but its a minor mistake, feeling good about this
working on the face, which is fun, but slow process
its easier to fix working with 2D thuogh
Wtf?
How'd you get that link? and most importantly why are you just spreading it around when it's not even done?
Anyway, really, one can get pretty decent at modelling just by reading 3ds max tutorials (They come with the program).
Other than that the HELP also does help you unlike many other programs where the help's just random crap.
What kind of things are you particulary interested in? That's so I take them into consideration when I do get to do the modeling part of my tutorial.
Hello xcorbo. Right now I'm following tutorials and learning 3DS max, it is a great tool with so much options its crazy, it will undoubtedly take a lot of time to master, but its a lot of fun to learn.
At the moment I'm interested in knowing three things. The first one is how to successfully implement your custom models in SC2, I already have the plugin and I already exported it as a .m3 model, but I don't know how to put it in SC2. This is more of an issue with the data editor which I'm still unfamiliar with.
The second thing is what are the limitations for importing things into SC2, like a poly count or size you are supposed to aim? And can you color stuff and export them? Because it seems to me that using SC2 material only gives you gray
Finally, I would like to ask a more general question about the ways to successfully make a model, like, what are the different techniques for modeling 3d characters and what are the most appropriate for doing so for SC2, Im currently learning to do a polygon by polygon approach using 2d Images and matching and fixing, which I know to be fast and appropriate, but is there anything else I should keep in mind. This also presents me the limitations that you need the front and side pictures which I may not have, and I suck at drawing so it could be a problem for me.
PD: for inserting different colors, do you need to make a different model for every different colored object?
Thanks a lot for taking your time to help, this is what makes the community so great
Kitad
Importing your models to the editor is really easy, I'll do a quick reply right now and later (tonight) I'll make a step by step tutorial on it, but here's the quick reply.
I take it that exporting the model is not a problem (since you have the .m3 already). To import your model you have two different options, either replace an existing one or just import it and make unit clone point to the model. I'll cover up the easy way right now which is replacing an existing.
1)
What you have to do is open up the import manager and import a new file. You do this by right clicking the blank box where things should appear, since there's nothing imported as for now the box IS blank. after right click you "add file" (or import, I can't remember) and the editor should open a new box and start listing up all files in your computer (yeah...)
By default they'll all be selected, so make sure you unselect the root to unselect them all or you'll end up importing all your files to your map >.>
We're going to replace the SCV model so you need your model to be named SCV.m3
In the file list box find your custom .m3 model (which is renamed to SCV.m3) and check its box to import it and set the importing path (some typeboxes above the file list) to "Assets\Units\Terran\SCV\"
Then click OK and the box that once was blank should list your model under the "Assets\Units\Terran\SCV\" path. If it has other subfolders just move the file up/down or whatever but the model's final path MUST be Assets\Units\Terran\SCV\SCV.m3
SAVE whatever you do in the import manager and your new model should now replace the SCV one.
If you can't get the path right, just put the SCV.m3 in your desktop which is the "root" that is to it doesn't have any subfolders added to it that might mess up.
Though, if importing is the only problem (and not actually modeling/exporting the model) the current image editing chapters of my tutorial should help you getting your files into the editor, after all it IS the same process for all files.
Check this specifically: http://farty1billion.dyndns.org/Starcraft%20II%20Graphics%20Guide/chapters/24.html
2) I haven't had any limitations importing my models so far. I've got 50k polys models (obviously not low poly models but definitely not high poly either) without a problem, the only issue is that when you have so many geometry the exporter might take a while. SC2's engine should handle quite a few millions of millions polys, the average range of unit's polys is around 5k (from the ones I've seen) So imagine that with the 11k unit limit +´terrain meshes, doodads and of that, so yeah, the only limitation you'll really have it the stupid max 10MB limit per map...
3) There's no "proper" way to model, everyone does it the way it's faster for them, for example, you're kinda "copying" an image while there's others that also do "box" modeling (which is you start of with a box and you do stuff with just extrudes + smoothing and so, though, to make more organical forms I tend to use line modeling, which is that you have a set of lines, kinda like building a "wireframe" and then you apply a modifier that makes all the lines and creates geometry out of them. (See the knight chess piece tutorial if it's on your version of 3ds max). Line modeling is useful because you can always refine lines to create even more details, though, many people just have a "base" mesh of a human body now and they sculpt it using zbrush or mudbox (might wanna youtube them to get more excited about modeling ;P).
But what you say is pretty much how you should model, "fast and appropiate".
4) Not sure what you mean with "different colors".
lulz...
I said "short reply" but it ended up being a wall of text so tl;dr
1) Check the tutorial I posted, it covers up file importing and it should be the same "replace original" process like in the linked tutorial, though, there's more ways of importing than this
2)none. I've got 50k + polys inside, it only slows down your exporting process (out from max), you'll only probably have a 10MB per map limit >.>
3) model the way you're the most comfortable with, there's not "proper" way to model for SC2. (at least that I know of)
4) not sure with you mean with "different colors)
Is it possible to import model that has name like test.m3 and assign it to new custom unit instead of replacing existing ones ?
50k is high poly for games I think xD . Specially SC2.
Thanks a lot corbo, you're really helping out here, and this kind of stuff is what makes the community so great. Will get deep into it later
For now, here is an ear. Im pretty proud
Nice ear :)
is it easier/more convenient to use mudbox to make character models?
@Kitadol: Go In my experience, nope. Plus zbrush and mudbox are sculpting tools, you still need to have a base model to sculpt. The interfaces are way harder (at least to me) and I never really got anywhere with it (like what you see in some videos) I mainly used zbrush to deform human bodies and make some weird humanoids (big heads, longer arms that grow into spikes and such) nothing really hard to do.
To use them you REALLY have to know what you're doing, though, so I really recommend to model for a bit or you can try playing with those tools and see how that works out for you.
Note that also they have far higher requirements than 3d modelling apps. Sculpting softwares work with multi-million polys. I think you can tell by the name what that means :P
It should be. I'm going to try right now.yeah I guess 50k is high for something that's supposed to handle the model a lot more times than just one :P
I just did it as a test to see if it messed up SC2 and such. I ended up waiting like 23 minutes for the exporter plug in to finish and, oh god, I'm glad it did work on SC2 or those would've been some of the worst wasted 23 minutes ever :P
EDIT: Yes it is.
You will want to already have an existing model if you are going to sculpt. Sculpting lets you get really detailed with your model, but you don't want to start from scratch with it.
Polygon counts can get very high, but you can go down to lower subdivision levels and convert your highest into a normal map. I haven't personally done this yet, cause I only found out about it a few days ago.
You will also want to know about UV mapping before you do anything with Mudbox. UV mapping with a really high polycount would be very tedious and you will want to have your UV map setup before you do anything texture related.