About that fin there. Do you see that? That one extruding at the side. Do you think we could adjust the UV on that?
I'm going to draw something for that on the texture file, and then leave it up to you to fit the UV. I just can't figure out where that thing gets its textures. :(
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I no idea how DeveRR0 made the texture. I need something like what we did with the reaver.
1. DeveRR0 makes rough texture
2. A Screen shot deveRR0 posted, showing the texture on the model
3. The .psd file.
Hey guys. Sorry, I just now noticed that this topic has new posts...
For now i do not have any time to do what you request, maybe on the weekend I try to help you guys.
Quote:
DeveRR0, what program are you using to create those screen shots?
3D Studio MAX
In principle there is nothing hard work. I once did videotutorial on this issue, but it is in Russian... But you can easily find some good English tutorial about it, for example - http://vimeo.com/15608082
i was going to add to the model abit tonight and also add an emissive map
normally emissive+specular map causes a really bad bug. but only when the unit is cloaked. since the arbiter can't be cloaked it'll be fine
emissive should add a fair bit to the model
Quote from maverck:
i need to modify the UVmap abit but im off to work. dont have time right now
heres what it looks like currently with specular/normal
That is some damn good work. =)
In fact, I find it looks better than some of the Protoss unit & building models Blizzard put in the game, hehe. The reflections and depth and just everything on the texture really shows up well in the previewer and it looks clean, like a realistic render. It looks like it came out of Unreal Engine.
heres where i have it atm with normal/specular
i played with the brightness/contrast a fair bit also
adding more geometry to the model is beyond my skillset.
also alot of the models geometry is out of whack. im beginning to think i'm going to need some help from someone experienced with 3d modeling for this unit atleast.
not sure exactly. just messed with it until the color was similar to other protoss units.
typically increasing contrast and brightness if i recall correctly.
specular is just by huge amounts of contrast and playing with brightness
normal isn't so easy. you need a plugin and also a script from this site.
there should be guides on it here somewhere.
For Arbiter 5.psd, flattened, then Levels. Middle to 0.5, and far-right box to 200. To make the color equal that of the Zealot's. I used this to make the diffuse. The PsiGlow layer wasn't used though. How does one make an emissive map?
Using the specular one, I edited it to have more shine. I'm hoping this will actually affect how the arbiter would shine in-game. It's turned to BW.
Using the normal one, I converted it to BW, and generated the normal dds using the Nvidia filter. Here's where the problem lies:
Can you see how the normal map distorts the specular? It's grainy and all, as evident from within the import module of Sc2 Editor.
So, my question is, how does one make a smooth normal map? Does one have to go and manually edit the normal map? If so, based on the tutorial stickied, does one have to edit the alpha channel or just the green channel?
@GnaReffotsirk: Go
on how it should look? not really. just make it fit in with current protoss units and the original sprite from SC1 i guess
Okay.
About that fin there. Do you see that? That one extruding at the side. Do you think we could adjust the UV on that?
I'm going to draw something for that on the texture file, and then leave it up to you to fit the UV. I just can't figure out where that thing gets its textures. :(
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk:
lol yea thats ok
Here. Let's take a look see.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hey guys. Sorry, I just now noticed that this topic has new posts...
For now i do not have any time to do what you request, maybe on the weekend I try to help you guys.
3D Studio MAX
In principle there is nothing hard work. I once did videotutorial on this issue, but it is in Russian... But you can easily find some good English tutorial about it, for example - http://vimeo.com/15608082
i need to modify the UVmap abit but im off to work. dont have time right now
heres what it looks like currently with specular/normal
Yeah, gonna work on those textures more. I'll be back.
I'm gonna watch these vids too DeveRR0.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk:
i was going to add to the model abit tonight and also add an emissive map
normally emissive+specular map causes a really bad bug. but only when the unit is cloaked. since the arbiter can't be cloaked it'll be fine
emissive should add a fair bit to the model
I think this is too many details here:
You just need to add something more simple.
Yeah, figured it as well. I've attached a new one on my previous post up there.
Okay, mav. I'll just stay put until then.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
looks good. i'll try it when i get home
What if we add a bump on the geometry right at that crystal in the arm there?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk:
heres where i have it atm with normal/specular
i played with the brightness/contrast a fair bit also
adding more geometry to the model is beyond my skillset.
also alot of the models geometry is out of whack. im beginning to think i'm going to need some help from someone experienced with 3d modeling for this unit atleast.
yeah it is. Can you send me the map? I'd like to check this thing personally. How light works etc.
How much brightness/contrast did you +/- to the textures? Knowing the level might help when working with future textures.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk:
not sure exactly. just messed with it until the color was similar to other protoss units.
typically increasing contrast and brightness if i recall correctly.
I think I got it. I'm currently working by replacing the texture through the import module in sc2 editor.
How did you create the normal and specular ones? So I can test on the fly.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk:
specular is just by huge amounts of contrast and playing with brightness
normal isn't so easy. you need a plugin and also a script from this site.
there should be guides on it here somewhere.
Found it. Though, the normals seem broken. I'll just leave the processing up to you until I get this right. Will update in a couple.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Okay, I did some of these:
For Arbiter 5.psd, flattened, then Levels. Middle to 0.5, and far-right box to 200. To make the color equal that of the Zealot's. I used this to make the diffuse. The PsiGlow layer wasn't used though. How does one make an emissive map?
Using the specular one, I edited it to have more shine. I'm hoping this will actually affect how the arbiter would shine in-game. It's turned to BW.
Using the normal one, I converted it to BW, and generated the normal dds using the Nvidia filter. Here's where the problem lies:
Can you see how the normal map distorts the specular? It's grainy and all, as evident from within the import module of Sc2 Editor.
So, my question is, how does one make a smooth normal map? Does one have to go and manually edit the normal map? If so, based on the tutorial stickied, does one have to edit the alpha channel or just the green channel?
(attached is the entire collection)
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.