Hey, it's a nice model. And it gave me an idea of using displacement material for UI models. For example, if you create a normal map with a little noise and animate its uv, and cover whe whole screen with the model, it will create a nice underwater effect.
And I couldn't resist the temptation to try a glass dialog, and it worked. The "model as dialog" concept was explained to me by the amazing JademusSerg. Which made this possible:
Good idea! I also tried this before~ One of my friend hope me to create numbers of this type models and use them as the "masks" .
Here is my model for experiment.
A test of physics node 0.0
The attachment is an elder test of my project to simulate the underdress with physics nodes, the whole project was failed at last. But this one is simple and works well…
I will upload most of my models tomorrow and you can use them if you like. Plz just reply me with some screenshots in the games or the errors you found (I need the test data to fix older models and improve new ones.) Hope you will like them.
If you need any special models plz reply me with pictures so that I can build them when I have enough time. In fact, I prefer this way more. For the models I built for others may be not exactly you really need.
DrSuperEvil aksed if its possible to create a line of attachment points, so it would stretch depending on beam's length. Do you think it's possible? I tried to set position constraint for attachments, to define their position between launch and impact objects of the beam, but it didn't work ;/
Omgomg I soo wanna see a well made Hyperspace effect!! I had such an ability in war3 and I used some blink but it was nothing. In SC2 I use just Zeratul spaceship's fast movement behavior, However, fast movement and hiding the unit with triggers just isn't good enough, we need that effect!
@Zolden: Go
The model have two particles and a splribbon, the splribbon has it own UV offset (so the texture for beam need to be seamless.) and random noises.
About the length: Blz solved this problem very simply and smart. Everything you need is add a bone/dummy with special name for the end of the beam, in this case, I created a dummy called "Attacher" for the second part of splribbon. The GE will recognize the "Attacher" and locat it to the target object. So a splribbon with a "Attacher" bone/Dummy will work like a bridge. You do not need to worry about the length at most time. But if the target is too far away, the texture of the splribbon will not long enough to show the details. In my example, the origin length is 5 game units.
Yea, I know about "Attacher", I asked something else. A set of attachment points. Like HardPoint00, HardPoint01 and so on. Could you imagine a working way to make them stretch along the beam? So, fir example, one of attachment point is always in the middle of the beam, another one is on 25% of the lengh, and third one on 75%, no matter how long the beam is.
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@Delphinium1987: Go
Nice :)
@Delphinium1987: Go
Hey, it's a nice model. And it gave me an idea of using displacement material for UI models. For example, if you create a normal map with a little noise and animate its uv, and cover whe whole screen with the model, it will create a nice underwater effect.
And I couldn't resist the temptation to try a glass dialog, and it worked. The "model as dialog" concept was explained to me by the amazing JademusSerg. Which made this possible:
@Zolden: Go
Good idea! I also tried this before~ One of my friend hope me to create numbers of this type models and use them as the "masks" . Here is my model for experiment.
A test of physics node 0.0 The attachment is an elder test of my project to simulate the underdress with physics nodes, the whole project was failed at last. But this one is simple and works well…
A new SC2 particle, created for special effect when character upgrading.
Would be needed Particle bank. The finished particles can be uploaded. To avoid having everyone do the same.
@Kailniris2: Go
I would like that, it could be really helpful. Is there any group do such work so that I can find a require list? Thanks very much.
I thought something like this:(included in the max file, if possible)
Cool stuff you made here :)
Was wondering whether you were uploading the .m3s anywhere for others to use?
3ds Max file + M3 + image file I think it would be good.
@TheAlmaity: Go
I will upload most of my models tomorrow and you can use them if you like. Plz just reply me with some screenshots in the games or the errors you found (I need the test data to fix older models and improve new ones.) Hope you will like them.
If you need any special models plz reply me with pictures so that I can build them when I have enough time. In fact, I prefer this way more. For the models I built for others may be not exactly you really need.
Good Luck!
Here is a new fireworks~
@Kailniris2: Go
I will upload them soon... My model folder for SC2 is really a mess...
Your models are really good, I learn a lot from that~
I am trying to reproduce the classic moment in "GongFu Panda''. Still long long way to go...
A Ribbon model test.
Very skillful, you try a hyperspace window? 45s-55s
@Delphinium1987: Go
This is a beam, right? Looks cool.
DrSuperEvil aksed if its possible to create a line of attachment points, so it would stretch depending on beam's length. Do you think it's possible? I tried to set position constraint for attachments, to define their position between launch and impact objects of the beam, but it didn't work ;/
@Kailniris2: Go
Omgomg I soo wanna see a well made Hyperspace effect!! I had such an ability in war3 and I used some blink but it was nothing. In SC2 I use just Zeratul spaceship's fast movement behavior, However, fast movement and hiding the unit with triggers just isn't good enough, we need that effect!
@Zolden: Go The model have two particles and a splribbon, the splribbon has it own UV offset (so the texture for beam need to be seamless.) and random noises.
About the length: Blz solved this problem very simply and smart. Everything you need is add a bone/dummy with special name for the end of the beam, in this case, I created a dummy called "Attacher" for the second part of splribbon. The GE will recognize the "Attacher" and locat it to the target object. So a splribbon with a "Attacher" bone/Dummy will work like a bridge. You do not need to worry about the length at most time. But if the target is too far away, the texture of the splribbon will not long enough to show the details. In my example, the origin length is 5 game units.
@Delphinium1987: Go
Yea, I know about "Attacher", I asked something else. A set of attachment points. Like HardPoint00, HardPoint01 and so on. Could you imagine a working way to make them stretch along the beam? So, fir example, one of attachment point is always in the middle of the beam, another one is on 25% of the lengh, and third one on 75%, no matter how long the beam is.