Sorry but I am not planning on doing characters right now. I am working on environment atm. I still need to add a lot of staff. I was actually getting some crazy ideas about making elwynn forest stuff . Something like Northshire Abbey :) well this is just an idea . I guess I should make cliffs first
I was making just a statue and as far as I know there are now teamcolours for such doodads in warcraft but if you guys want it I can do it !
The project is taking too long I guess and I have decided to upload all what I have done so far so you could start using it in your maps. Feel free to mod them in any way but just dont make profit of them. I will be adding more staff slowly and as soon as I get new asset done I ll update the mod.
uh my bad. This one was a test object and I forgot to remove it. Just ignore it if you can. Regarding the file size I have no idea actually. I have been commiting everything through the art tools. I am not quite confident with the engine and so I might done something wrong but you could try to extract the files you like and use them in your own maps or mods. I can post max files of all the models as well.
Ok lol. I have just resaved the mod with a different name and it it now 17,039 KB
PS. I have just updated the above link with the new fixed low file size and the test object removed. Thanks Zolden for pointing it out!
Actually, It would be good to have max files, I was about to ask you, because I wanted to check those models in Unity with the shader different from SC2 one. I would also appreciate if you uploaded at least one high poly model, so I tried to bake the textures by myself, just to see how it work and maybe learn something.
Right! So here is the link to the max files with tga textures. Please feel free to use/mod them or study but just dont sell them in any way=)
For the highpoly its a bit tricky since the file size is huge and I need to prepare it first. I can probably upload one highpoly on weekend. Which one would you prefer me to upload ?
yeah thats true. No point of making same things twice. Do you mean the ao maps are useless or they are done poorly or do you mean that the unwrap is done not very accurate? I think ao gives a bit of extra soft shadow which makes the object look more interesting but of course its not obligatory to use.
Oh, don't get me wrong, I love AO maps, they are indeed very usefull! everything fits very well together at the end,
What I mean is that, when you open one of these images, it looks like black/gray boxes on a white canvas, that's just nasty. This means it was generated without having decent uv mappings applied to it. That's just what I mean
ah you meant the unwrap of the separate ao map. Their uvs were done automatically to save time and there is no point of making good looking uvs for this map manually because you will never need to make any adjustments to it in ps. This ao could be baked by using main uvs but since the house has many variations I had to make separate ao for each house, otherwise there would be seams.However, if you really need to edit this map you could do so in 3d coat.
PS. the house is also using a lot of tileable textures. This is done so that you could build lots and lots of your own variations and for each new variation you will have to make new second uv set and bake the lowpoly ao. I also covered this part in my video tutorial
I see, well I make ao map from highpoly model for the details and then I also bake lowpoly ao map from lowpoly model to capture overall shadows=) And for the second uv set its actually possible to just copy paste same uvs to the second uv channel but you will still have to make some changes to eliminate seams
by the way, here you can view the statue in 3d on sketchfab
Actually, It would be good to have max files, I was about to ask you,
because I wanted to check those models in Unity with the shader
different from SC2 one. I would also appreciate if you uploaded at least
one high poly model, so I tried to bake the textures by myself, just to
see how it work and maybe learn something.
I think the new unity 5 is using PBR. If that's the case you will need to do more significant alterations to the models than just straight porting them. If the system is anything like the one UE4 uses you will need to de-light the diffuse to create an albedo, and you'll need a process to handle the specular and gloss values differently.
I currently don't know how to remove lighting information from a diffuse very well, so if you figure it out, let me know.