I've used this model to figure out how to gain control over the particle and ribbon creation in Blender.
Currently I'm finishing up on the Normals for this model.This model also has a Turret feature, allowing the upper body to turn separate from the legs when a turret is defined in the editor.
I'm currently working on a new model, but when I wanted to do a first export test, and see how the model behaves, I run into a blender error which I do not understand. It has me confused and do not understand exaclly where it generates from.
Attached the errorcode, can someone please hel me with this?
I've basically tried joining all meshes into 1, so that material entries were heavily reduced.
I deleted any and all ribbons, particles and such stuff.
I've even deleted all materials and imported fresh new ones from which I know they should work, but it doesn't work.
I'm strating to think it hasn't got anything to do with material setup, but exactly that makes me lose all kind of logic to try and understand this error.
While awaiting the answer to my question above, alowing me to continue with it. I've whipped up a melee version for the Talon Adept, named the Lancer. This model can be used as a female alternate for the Zealot.
Hi, here is what I understand from the error ( cause I don't use blender at all )
Probably there is a material on you model that has a sub material ( such as diffuse, specular, normal etc) that is not an SC2Material type but a SC2Color type. Each material and submaterial can be named.
One of them is called "col" and can only be exported when it is named "color".
I have, in my assets a female Zealot, and even Blizzard has one, but it only has a model not a unit (created in the editor) feel free to use it.
Another thing is that it is bad practice to merge the meshes together as it screws up the vertex weights for animation. I may also be that certain submeshes required alpha channel and others don't. This actually speeds up the drawing cycles of the engine.
Having multiple materials is not slowing down as the number of textures are not loaded into memory multiple times.
Hi, here is what I understand from the error ( cause I don't use blender at all )
Probably there is a material on you model that has a sub material ( such as diffuse, specular, normal etc) that is not an SC2Material type but a SC2Color type. Each material and submaterial can be named.
One of them is called "col" and can only be exported when it is named "color".
Another thing is that it is bad practice to merge the meshes together as it screws up the vertex weights for animation. I may also be that certain submeshes required alpha channel and others don't. This actually speeds up the drawing cycles of the engine.
Having multiple materials is not slowing down as the number of textures are not loaded into memory multiple times.
T.
Hi TaylorMouse,
Yeah from the error that was also my first guess, so I looked into the material setup, but I can't find/recognize what it means to say. Layers which I have in use seem to be Diffuse, Specular, Emissive, Normal. also there appears to be a Gloss active. I must probably me stupid, but I don't understand what it means by "has color named 'col'" and after that "must be named 'color' or 'alpha'" I have never explicitly made any change in any such material.
That was also what I tried to explain by saying that I replaced the materials themselves for materials that I did test in other models. I know that this will cause weirdness on this specific model, but I was trying to isolate if the problem was in a specific material, but appearently it wasn't Only thing I can come up with so far, is that the mesh has something strange (which I've just now been able to verify)
I will admit I still don't quite understand. But I've been able to make an export now, by eliminating the mesh in question. Now to go on further investigation.
Mmm, usually never much to argue on your models, so in my opinion, I think the top is kinda... really black, very hard to distinguish shapes, maybe some more color variations when going from the guns (I think they are guns ) to the head (like you did on your Volchron).
Ny next Talon project, an advanced Paladin.
I've used this model to figure out how to gain control over the particle and ribbon creation in Blender.
Currently I'm finishing up on the Normals for this model.This model also has a Turret feature, allowing the upper body to turn separate from the legs when a turret is defined in the editor.
Custom Campaign Initiative
Unit Updates
With the creation for the Advanced Paladin model, also the original Paladin received a small revamp on the etxture work.
Next to that, the Carrier is also updated from the beta version that was online.
Custom Campaign Initiative
Very nice stuff! I'm trying to get into modelling as well, so your stuff will be a good source if inspiration :D
That carrier is awesome looking !
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Thanks Guys!
I have a request.
I'm currently working on a new model, but when I wanted to do a first export test, and see how the model behaves, I run into a blender error which I do not understand. It has me confused and do not understand exaclly where it generates from.
Attached the errorcode, can someone please hel me with this?
I've basically tried joining all meshes into 1, so that material entries were heavily reduced.
I deleted any and all ribbons, particles and such stuff.
I've even deleted all materials and imported fresh new ones from which I know they should work, but it doesn't work.
I'm strating to think it hasn't got anything to do with material setup, but exactly that makes me lose all kind of logic to try and understand this error.
Custom Campaign Initiative
While awaiting the answer to my question above, alowing me to continue with it. I've whipped up a melee version for the Talon Adept, named the Lancer. This model can be used as a female alternate for the Zealot.
Talon Lancer
Custom Campaign Initiative
I am afraid i have no idea how to fix your problem.
If i may, perhaps you could consider contacting alleyvipersc2 or cybrosX or hammer107 or taylormouse or many other model author here.
Perhaps they can help or at the very least point you the right directions.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Hi, here is what I understand from the error ( cause I don't use blender at all )
Probably there is a material on you model that has a sub material ( such as diffuse, specular, normal etc) that is not an SC2Material type but a SC2Color type. Each material and submaterial can be named.
One of them is called "col" and can only be exported when it is named "color".
I have, in my assets a female Zealot, and even Blizzard has one, but it only has a model not a unit (created in the editor) feel free to use it.
https://www.sc2mapster.com/projects/sc1-raynor-vulture/files/766968
Another thing is that it is bad practice to merge the meshes together as it screws up the vertex weights for animation. I may also be that certain submeshes required alpha channel and others don't. This actually speeds up the drawing cycles of the engine.
Having multiple materials is not slowing down as the number of textures are not loaded into memory multiple times.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Layers which I have in use seem to be Diffuse, Specular, Emissive, Normal. also there appears to be a Gloss active. I must probably me stupid, but I don't understand what it means by "has color named 'col'" and after that "must be named 'color' or 'alpha'" I have never explicitly made any change in any such material.
But I've been able to make an export now, by eliminating the mesh in question. Now to go on further investigation.
Custom Campaign Initiative
Custom Campaign Initiative
OK, whatever you want man, no worries, keep up this stuff, loving it!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Thanks man!
Gheghe, I sure will.
And while its not entirely ready yet, here's a small taste of
Volchron the Hunter
A supreme tactician and commander of the Talon First-Assault Armada. By use of his quad Warp Blades many have fallen to the hand of Volchron.
NOTE: The model is based on Artanis. This assets only changes the unit model and has no further effects on the units abilities or summoning powers.
This model was created as a request.
Custom Campaign Initiative
Ah, I forget to tell you that I am using your adept talon for my warjournal map.
Credits is on credits section.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
It has been some time, but Volchron the Hunter is now online for download.
Please hereby find him in his final form.
Custom Campaign Initiative
Volchron looks manacing.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Another update on a Talon unit. Please meet the new and improved Crusader
Talon Crusader
Custom Campaign Initiative
Mmm, usually never much to argue on your models, so in my opinion, I think the top is kinda... really black, very hard to distinguish shapes, maybe some more color variations when going from the guns (I think they are guns ) to the head (like you did on your Volchron).
You know what I mean ?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hmm yeah I understand what you mean. In the image it seems alomst as if the lighting is off by a bit, its not this dark.
Guess I might increase the grey a bit more also to help.
And yes, they are guns :P
Edit: Attached is a picture with the settings a bit different.
To me the greyish color shows more clear.
The image on the right features small alterations and the top is slightly lighter still.
Custom Campaign Initiative
YES! Much better, rly love the right one :p
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Needs a little more work to properly blend the decal into the model, but its the direction I was going to aswell :D
Other than that, the lighting seems to have fixed the majority of it already
Custom Campaign Initiative