Some people can model, and want to improve skills.
Some ppl don't model, but want models.
Here, in this thread, we need to gather 2 kinds of information:
what models do you need?
maybe you need something for your map, not a character, rather something not too complex, what can be made in 2-3 hours
what modelling knowledge do you need?
you may have modelling questions -> ask here (mostly max and art tools related)
What will happen when we gather the desires? Otixa will pick a model or two and create it. While doing it he will be streaming and during it will answer questions and show how to do this or that you wanted to know.
Other modellers can join this event and create a model too, and then compare it to what Otixa made, and also compare the modelling techniques they used during the process. They can also record a video to answer any questions that have been asked. For example, I probably can answer about art tools features like particles or materials. While Otixa is better with common max stuff.
So, to summarize:
- if you are ok with modelling, you can participate by doing models and answering questions
- if you are not super ok, you can ask questions
- if you not ok at all, you can ask for models, and there is a chance one will be made
Now leave an opinion or formulate a modelling question or ask for a model.
I could use starcraft type guns and melee weapons. Nothing fancy with detail but pretty much anything is ok; pistols, automatics, knives, swords, whatever works, as look as it looks decent within starcraft
Rollback Post to RevisionRollBack
Want to use Render To Texture in your cutscenes? Try This! Looking for some new models check Here!
Zolden + Otixa is a pretty awesome modeller combo I must say, I know I can't wait until this happens! I'm in desperate need of some intermediate level modelling advice, so this is great.
One thing I'm very interested in is the easiest method for making nice looking SC2Standard materials and Unwraps, I always seem to botch up the unwrap process. Also my models tend to reflect lights weird, so I'd like to understand how that works a bit better. I understand this has to do with how you do your smoothing groups and etc., but everyone has different techniques.
Starcraft related: Make some of those units/buildings/doodads we doesn't have in game yet only in lore from easy to edit base models. Good example would be the Hydolisk. You just have to edit the Hydralisk maybe with the help of the Viper. Or edit the dog into a Rovelisk etc.
Fantasy theme related: Some easy to make warcraft related doodads, especially would like to see Orc and Twilight Hammer Clan ones. Also some warhammer themed especially chaos could be cool :)
Retro Sci-Fi: They look funny and most of them simple to make, kinda nostalgic and a retro sci-fi styled map could be enjoyable so units/buildings/doodads in this theme. As a more concrete idea my favorite retro sci-fi is Space Patrols: Orion. Its kind of a cult series in Europe especially in Germany and Hungary. some pics:
It would be awesome if you could make a specific particle effect during the event, I would definitely use it.
Basically it would be the SmokeMedium.m3 model that is already in the game assets, with some slight but crucial modifications:
1. Every particle should react to the SC2 physics forces. Zolden told me that's basically a matter of just checking some boxes in terms of what they react to. I don't know what type of force the standard force actor set up in the Editor is, so if you don't know either just check all the boxes. I want this model to experiment how Forces + Particles interact and use it if it looks cool.
2. Remove the red color that is currently part of the model if possible. Alternatively make it the way it is now, but teamcolor it instead, that would be even better. If all of that is annoying and not worth it, just replicate it the way it is now and use the same textures, it's not that important anyways. The crucial part is the physics interaction with SC2 Forces.
I hope you can make this, I think it would be a pretty neat way of showing how particles work to people and I think it shouldn't be extremely complicated. I also extracted the textures SC2 uses for the smoke and attached them in the zip file below (the actual model actually consists of multiple particle "types", there is the actual smoke and the small red dots that spawn at the bottom of the effect. I don't need the dots and I didn't include them in the textures, if you want to replicate these as well go ahead of course!)