So as most modellers around seem to have their own threads to showcase their models I decides to start one myself. And with the release of HoTS what's better than showcasing a work in progress, for a HoTS model? So here is what I'm doing to the unfinished Defiler model we got with this expansion.
As some of you may already know, the Defiler model was never finished but still shipped with the game. It doesn't have attachments, and the only texture is a grayscale diffuse. The animations aren't 100%, only the Stand animation could be considered finished, the other have the body stand still through the whole animation an it makes them look odd and unnatural.
So I gave it attachments, and started coloring the diffuse texture.
Then I added textures for normal, specular, and emissive (just the eyes).
I still have to tweak the animations and add burrow/unburrow animations. Check the attachments in game to see if they are all ok, and finish the diffuse to make it match the other zerg units. But I'm unsure where the team colors should go. I'm using Mr Jack's concept art through the whole process as a guide, but I think the team colored carapace could look weird.
Here's a screenshot among other Zerg units, first thing I notice the carapace is too dark, and the arms/legs should be darker. Coloring the whole carapace with team colors would be too much, what do you think?
Yea you should be subtle with tc. I'd reccomend a normal texture too...unless its already got one. Great work though I was hoping someone would finish that.
From first viewing, it looks like you should try darkening the spaces inbetween the brown carapace plates (like on the Ultralisk, Lurker, and Brutalisk) and add some Team Color on the Purple fleshy bits and at the base of each spike. (Like the Lurker!)
@JacktheArcher: Go Probably TC, normals make almost no difference from that distance. But I remade normals and it looks better at close range now.
@Zetal: Go Yeah, after tweaking the texture in several different ways I found out it needed more contrast and the brighter areas needed to be even brighter. So here is a screenshot with the new normals and diffuse. Ahhh and one of it among the other units.
Looks way better than in the original pic now :) Something still feels off about it to me, I think it looks a bit too "smooth". Could be the specular - Look at the ultralis tusk right beside it, the white light thingy only shows on specific bits, whereas on the defiler carapace its just all over it. But that might not be the actual issue, the other zerg models just look "glossier" overall. The Defiler looks a bit plastic-y, while the others look a bit... wet? Don't know how to word it.
And I think the purple bit should be the teamcolored one - The Lurker seems to have a similar thing on it, and that one has the team color as well. Actually, while still comparing to the Lurker, you can see that the Lurker has teamcolored rings around the base of the spikes and leg joints, could add those as well.
@TheAlmaity: Go I think you're right, I'll rework the specular. I know what's wrong with it since it was the problem with the normal texture.
Team colors would look better on the purplish sides, but I added the Brutalisk there for a reason, I wanted it to have some purple on it, unlike most Zerg units. I will add team color to the joints and spike bases anyway.
What do you guys think of the darker legs? The longest pair is different from the others and I wanted to remove the bone feel they had before.
Personally I think it looks great, with the new changes. Just add the Team Colors in a similar way of the Queen and Lurker and you'll be golden. =)
Very, very nicely done, and professional.
@Taintedwisp: Go My priority is to get all SC1/BW units up and running, the Defiler was the one that needed drastic changes to be used so I decided to mae it 'playable' first. I might take a look at the female protoss later.
Ohhh the new specular didn't help much, but team color really made it look like its part of that little swarm.
@Triceron: Go What do you mean? Is it a flag or what?
@handclaw102: Go Which parts you think should be gray? Have you seen Mr Jack's concept? The model is totally based on that great piece of art, I dont want to stray from it too much.
perhaps you can turn up the degree and hardness of the specularity in Shading (F5) -> Material Buttons -> Shaders
turn the material's specularity to say 1.5 or higher and set the hardness to 350 or more
A basic approximation is if you make the specularity high, and make it so that the specular reflections are small. The smaller they are, the shinier and object will seem.
So as most modellers around seem to have their own threads to showcase their models I decides to start one myself. And with the release of HoTS what's better than showcasing a work in progress, for a HoTS model? So here is what I'm doing to the unfinished Defiler model we got with this expansion.
As some of you may already know, the Defiler model was never finished but still shipped with the game. It doesn't have attachments, and the only texture is a grayscale diffuse. The animations aren't 100%, only the Stand animation could be considered finished, the other have the body stand still through the whole animation an it makes them look odd and unnatural.
So I gave it attachments, and started coloring the diffuse texture.
Then I added textures for normal, specular, and emissive (just the eyes).
I still have to tweak the animations and add burrow/unburrow animations. Check the attachments in game to see if they are all ok, and finish the diffuse to make it match the other zerg units. But I'm unsure where the team colors should go. I'm using Mr Jack's concept art through the whole process as a guide, but I think the team colored carapace could look weird.
Here's a screenshot among other Zerg units, first thing I notice the carapace is too dark, and the arms/legs should be darker. Coloring the whole carapace with team colors would be too much, what do you think?
Yea you should be subtle with tc. I'd reccomend a normal texture too...unless its already got one. Great work though I was hoping someone would finish that.
I hope to see doodad pack 3 soon.
@JacktheArcher: Go I made normals from the original diffuse texture, but it doesn't add much to the model. I'll try again later and make it stronger.
@SoulFilcher: Go
Cool... Something just feels a bit off with it amongst the other zerg. It's either that or TC
Hey Soul!
From first viewing, it looks like you should try darkening the spaces inbetween the brown carapace plates (like on the Ultralisk, Lurker, and Brutalisk) and add some Team Color on the Purple fleshy bits and at the base of each spike. (Like the Lurker!)
Nice work!
@JacktheArcher: Go Probably TC, normals make almost no difference from that distance. But I remade normals and it looks better at close range now.
@Zetal: Go Yeah, after tweaking the texture in several different ways I found out it needed more contrast and the brighter areas needed to be even brighter. So here is a screenshot with the new normals and diffuse. Ahhh and one of it among the other units.
@SoulFilcher: Go
Looks way better than in the original pic now :) Something still feels off about it to me, I think it looks a bit too "smooth". Could be the specular - Look at the ultralis tusk right beside it, the white light thingy only shows on specific bits, whereas on the defiler carapace its just all over it. But that might not be the actual issue, the other zerg models just look "glossier" overall. The Defiler looks a bit plastic-y, while the others look a bit... wet? Don't know how to word it.
And I think the purple bit should be the teamcolored one - The Lurker seems to have a similar thing on it, and that one has the team color as well. Actually, while still comparing to the Lurker, you can see that the Lurker has teamcolored rings around the base of the spikes and leg joints, could add those as well.
Good work :)
@TheAlmaity: Go I think you're right, I'll rework the specular. I know what's wrong with it since it was the problem with the normal texture.
Team colors would look better on the purplish sides, but I added the Brutalisk there for a reason, I wanted it to have some purple on it, unlike most Zerg units. I will add team color to the joints and spike bases anyway.
What do you guys think of the darker legs? The longest pair is different from the others and I wanted to remove the bone feel they had before.
Personally I think it looks great, with the new changes. Just add the Team Colors in a similar way of the Queen and Lurker and you'll be golden. =) Very, very nicely done, and professional.
you should try adding proper animations to the female protoss unit :P if it doesnt have them
@Zetal: Go Team colors added :-)
@Taintedwisp: Go My priority is to get all SC1/BW units up and running, the Defiler was the one that needed drastic changes to be used so I decided to mae it 'playable' first. I might take a look at the female protoss later.
Ohhh the new specular didn't help much, but team color really made it look like its part of that little swarm.
Nice work Soul!
Might I suggest you set the specular to 'Tiny', it'll help match it the slimy look of the Zerg.
A little idea from my side, which at least I find interesting: You could try to incorporate the gray of the roach.
@Triceron: Go What do you mean? Is it a flag or what?
@handclaw102: Go Which parts you think should be gray? Have you seen Mr Jack's concept? The model is totally based on that great piece of art, I dont want to stray from it too much.
That's really good, I can't wait to see it finished. It fits well with other swarm units.
I remember someone mentioned somwhere that using "plastic wrap" ps filter on zerg specular map makes it more zergish.
Also, I agree with Triceron. It may help if you play with specularity and specular multiplier parameters of the material.
It's the Specular Highlights setting in the material editor. It's default at 'Medium - 20', you want to change that to 'Tiny - 80'.
@TheTorrasque: Go Yeah, it will be added to the SC1 remake when I finish it.
@Zolden: Go I use plastic wrap for specular, but since I use Blender I don't know exactly what I should change for the material.
@Triceron: Go I'll need someone to translate that to Blender language.
@SoulFilcher: Go
perhaps you can turn up the degree and hardness of the specularity in Shading (F5) -> Material Buttons -> Shaders
turn the material's specularity to say 1.5 or higher and set the hardness to 350 or more
A basic approximation is if you make the specularity high, and make it so that the specular reflections are small. The smaller they are, the shinier and object will seem.
Thats what a quick google search showed.
sounds quick worth a shot.
@SoulFilcher: Go
In blender you need to open m3 material property and set "specularity" to 80 and also set Spec. Mult. to "2.0".