Hey guys, here's my first attempt at a custom SC2 model. Most of the model and textures are custom made, and the animations are all custom.
Any comments and criticisms?
Here's the animation:
How do I make an attack begin and end animation such that a continuous attack does not trigger the attack begin and attack end animation? For my model, I used the begin and end animation on the attack actor, but for some reason, after each attack, the end animation plays partially.
And for attach animation, not sure if there is.. but. Make some glowing plane inside that ball. Emissive map. Light blue. Make attack animation open that ball. I think photon cannons act like that.
The texture looks a little odd to me. If you compare it to the immortal, which has much more reflection, the dragoon looks a little... washy, at least on the ingame shot. Looks better in the preview, though.
For the animation: You could make a "ready" animation. Many units use those, it gets applied when the unit is ready to attack (if the actor is correctly set up)
The wireframe looks strange, I would use an image, where the legs are a little more spread out.
Could you upload a higher quality video, showing all possible animations? (including all death animations)
It's really hard to tell the problems with the SS, and the pictures you've provided for us......But there seems to be something off.
Also blizzard already provided a wireframe for the Dragoon, that could help in one form or annother
Instead of a higher quality video you could of course send your model/-s and textures.
Oh and annother thing, I think Dragoons should have different projectiles from photon cannons, maybe closer to the void seeker attack, Maybe more like a trail of light like they show in the Ambush cinematic.
Not to diss your work (in fact, it looks quite fine, I'd definitely use it in my map), but Zelda does have a point - you're saying most of the model is custom, but it looks hell a lot like the walking platform from Immortals... What's up with that?
The legs are in fact from the Immortal, as is the photon cannon balls, everything else, including the body, is custom modeled. Also, I think the normal map is using a the blue-purple scheme, I need to change it to Blizz's orange scheme; it might be screwing up the texture.
It's using the Immortal's death animation right now, since I have no idea how to do particle effects, so a death animation would look crappy.
I also know very little about the editor, I know just enough to make a new unit :P I'll see if I can make a higher quality gif and some more screens.
Normal map will help make the lines look less choppy, but you probably need to tweak the specular map for the lack of shine, and diffuse map to reduced the washed out colors look.
Lemme me know if you need help with the texturing.
Hmm, what's a good procedure in photoshop to produce spec maps? I suppose they are usually baked along with the normal and diffuse maps in 3ds? I'm just taking the diffuse map, adjusting the levels, and changing the saturation.
I fixed the normal map issue by changing it to the orange color instead of blue.
That looks pretty nice. I tried to make a Dragoon from scratch for one of my classes, it turned out okay but nothing great. It makes me appreciate what you have there more too. Nice work.
very very good for your first attempt it actualy look how i expected a dragoon in starcraft 2 should look like could you post a link so people can download it?
Not to diss your work (in fact, it looks quite fine, I'd definitely use it in my map), but Zelda does have a point - you're saying most of the model is custom, but it looks hell a lot like the walking platform from Immortals... What's up with that?
well, in fact Immortals is in the Lore actually upgraded version of remaining Dragoons, so adding aditional armor, and cannons to the default dragoon walking platform is somehow making sense.
Though i want to see the walking in action, and see if they move like the Dragoons from SC1 or more "refined"... or just a immortal movement.
Been busy the past few months, reduced to poly count to 3.1k (Immortal is 2.7k), changed some animations.
Now I have a couple questions about animation. Can someone tell me why my animations appear differently in the editor than in max and ingame? For example, some of the bones don't rotate ingame, or rotate weirdly. Another is that the bone become misplaced. All animations are done with FK, not IK, and I believe most of them are quaternion rotation. Could the bone hierarchy be screwing things up?
Another couple more questions, I've created several ref_target objects but only the origin is targetting in an attack, is this set in the editor? Also, how is a turret set up in max?
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Gonna have to agree, I see people use it in their map, so I have to dig through their 5-15 mods to find it, then i can only find the icons/textures...
and to be honest, seems a lot of the moderators havn't played sc1 in a while, that a dragoon is what they had before immortals,
LORE: After the brood war, the protoss used ancient armors and weapons, such as the colosi, they added weapons to the dragoon, added more shields, and etc, the dark templar wanted it to, but they had their own idea, they took the dragoon and completly changed the armor, and added movability, but that decreased the health and shields of it, so they added a very unique ability, called "Blink"
:D
Hey guys, here's my first attempt at a custom SC2 model. Most of the model and textures are custom made, and the animations are all custom.
Any comments and criticisms?
Here's the animation:
How do I make an attack begin and end animation such that a continuous attack does not trigger the attack begin and attack end animation? For my model, I used the begin and end animation on the attack actor, but for some reason, after each attack, the end animation plays partially.
It's awesome!
Adding a photon canon-ish attack animation would be nice.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Make that ball a bit brighter.
And for attach animation, not sure if there is.. but. Make some glowing plane inside that ball. Emissive map. Light blue. Make attack animation open that ball. I think photon cannons act like that.
My suggestion.
Overall, Its good.
The texture looks a little odd to me. If you compare it to the immortal, which has much more reflection, the dragoon looks a little... washy, at least on the ingame shot. Looks better in the preview, though.
For the animation: You could make a "ready" animation. Many units use those, it gets applied when the unit is ready to attack (if the actor is correctly set up)
The wireframe looks strange, I would use an image, where the legs are a little more spread out.
@Kueken531: Go
Could you upload a higher quality video, showing all possible animations? (including all death animations)
It's really hard to tell the problems with the SS, and the pictures you've provided for us......But there seems to be something off. Also blizzard already provided a wireframe for the Dragoon, that could help in one form or annother
Instead of a higher quality video you could of course send your model/-s and textures.
Oh and annother thing, I think Dragoons should have different projectiles from photon cannons, maybe closer to the void seeker attack, Maybe more like a trail of light like they show in the Ambush cinematic.
Looks like an immortal w/o a head.
Not to diss your work (in fact, it looks quite fine, I'd definitely use it in my map), but Zelda does have a point - you're saying most of the model is custom, but it looks hell a lot like the walking platform from Immortals... What's up with that?
@Mozared: Go
The legs are in fact from the Immortal, as is the photon cannon balls, everything else, including the body, is custom modeled. Also, I think the normal map is using a the blue-purple scheme, I need to change it to Blizz's orange scheme; it might be screwing up the texture.
It's using the Immortal's death animation right now, since I have no idea how to do particle effects, so a death animation would look crappy.
I also know very little about the editor, I know just enough to make a new unit :P I'll see if I can make a higher quality gif and some more screens.
Normal map will help make the lines look less choppy, but you probably need to tweak the specular map for the lack of shine, and diffuse map to reduced the washed out colors look.
Lemme me know if you need help with the texturing.
@onisagi: Go
Hmm, what's a good procedure in photoshop to produce spec maps? I suppose they are usually baked along with the normal and diffuse maps in 3ds? I'm just taking the diffuse map, adjusting the levels, and changing the saturation.
I fixed the normal map issue by changing it to the orange color instead of blue.
That looks pretty nice. I tried to make a Dragoon from scratch for one of my classes, it turned out okay but nothing great. It makes me appreciate what you have there more too. Nice work.
very very good for your first attempt it actualy look how i expected a dragoon in starcraft 2 should look like could you post a link so people can download it?
well, in fact Immortals is in the Lore actually upgraded version of remaining Dragoons, so adding aditional armor, and cannons to the default dragoon walking platform is somehow making sense.
Though i want to see the walking in action, and see if they move like the Dragoons from SC1 or more "refined"... or just a immortal movement.
It's pretty nice looking, but the Dragoon had larger hind-legs.
Been busy the past few months, reduced to poly count to 3.1k (Immortal is 2.7k), changed some animations.
Now I have a couple questions about animation. Can someone tell me why my animations appear differently in the editor than in max and ingame? For example, some of the bones don't rotate ingame, or rotate weirdly. Another is that the bone become misplaced. All animations are done with FK, not IK, and I believe most of them are quaternion rotation. Could the bone hierarchy be screwing things up?
Another couple more questions, I've created several ref_target objects but only the origin is targetting in an attack, is this set in the editor? Also, how is a turret set up in max?
I can post the offending animations if need be.
@buhhy: Go
can you post the model in assets...please
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Gonna have to agree, I see people use it in their map, so I have to dig through their 5-15 mods to find it, then i can only find the icons/textures...
and to be honest, seems a lot of the moderators havn't played sc1 in a while, that a dragoon is what they had before immortals, LORE: After the brood war, the protoss used ancient armors and weapons, such as the colosi, they added weapons to the dragoon, added more shields, and etc, the dark templar wanted it to, but they had their own idea, they took the dragoon and completly changed the armor, and added movability, but that decreased the health and shields of it, so they added a very unique ability, called "Blink" :D
Looks pretty nice, my only complain is that the walk animation looks a bit akward.