Some of you have been helping test the sc2 art tools in the closed beta. If you haven't gotten the chance to test them out yet, they're now in open beta! If you're interested in participating, you can download the files (along with instructions) here.
Has anybody here tried the tools out in the private beta? Is anybody else thinking about trying them out now? Hopefully we're going to see some pretty fancy models coming up soon!
I'm also snagging one of the pictures from the official post. Pretty neat, non-sc2-looking models :)
Yea, it's a new version, there's "click here to read the full patch notes" in the bottom.
Sad, I didn't notice any signs of fixing the most annoying bug, when flip book animations don't work for combined materials. Maybe they just didn't mention it? Could anyone try it? I'm curious, but away.
But I'm glad about other fixes, especially about adding more examples.
Open Beta really? Anyone who knew the links could download them, makes a difference? Anyone who wanted to have them via Blizzard could ask on their forums... this was nowhere as Closed Beta as for example getting keys for SC2 Beta, which was not for everyone.
And yeah really cool terrain there, I think DelphiniumKey was making Modern War models, seems nice additions there.
So how do I replace the old tools with the new ones? Uninstall from Programs and Features? (Win 7/8)
Texturing consists of 2 parts: technical and artistic. Technical part includes generating textures by soft. It may take 20 minutes if modeller familiar with the process. Artistic part includes drawing or compiling textures. It may take even a whole hour, if a guy realy up to polish until it's perfect.
The only part that may take like 2 hours is sculpting high poly model to generate a normal texture.
So, it's hard to imagine a texturing process that would take 6-12 hours. Probably alot of distractions around.
I would say that for decent artists (or common creators) time spent has negative correlation with the quality of the result. It only has positive correlation for unexperienced creators and for geniuses.
Maybe that's why my texturing is sucky, I'm going too fast.... but IDK if I've got that kind of patience.
If you feel your textures are bad, it's most likely you just need to become a better artist. Texturing is painting/drawing applied to 3d. The best advice I ever took was to stop doing 3d art for 6 months and instead fill a couple drawing pads with portrait studies...I saw major improvement in my textures later.
Texturing consists of 2 parts: technical and artistic. Technical part includes generating textures by soft. It may take 20 minutes if modeller familiar with the process. Artistic part includes drawing or compiling textures. It may take even a whole hour, if a guy realy up to polish until it's perfect.
The only part that may take like 2 hours is sculpting high poly model to generate a normal texture.
So, it's hard to imagine a texturing process that would take 6-12 hours. Probably alot of distractions around.
I don't think you know what you're talking about. Unless you're talking about very simple props, or really poor textures...none of those times are realistic at all. For units and buildings like those Starcraft 2 uses, my time-range is pretty accurate for uvmapping + texturing. If you were using a more cartoony style, or used more phototextures you could cut down on time needed some but...never to where you're cranking out a great unit an hour.
Take our jeep for instance, in terms of my time on it it took roughly;
1-2 hours to get the uvmap finished
4-5 hours to paint it all by hand
1-2 hours to make the normal and spec maps (plus to iterate on it once it was ingame, to make sure things looked right)
that ends up with it being 6-9 hours of work. Now if it was something far more detailed it would take even more time, a good example is this one that took me a week to uvmap + paint;
Yea, if one is ambitious artist, he can make overdetailed high res stuff, which is a bit superfluous of sc2.
And if we include uv mapping it will be a couple oh hours more, indeed.
But the main rule is still the same: 20-80.
20% of time needed to do 80% of something. And other 80% of time is required for the remaining 20%. So, high end stuff can consume 5 more time than something just decent (but almost similar). If we're talking about hobby modelling for things like sc2 modding, it takes much smaller time amounts than professional commercial stuff. Sure, we can imagine a person who invests in its hobby as much time as if it was a professional project. This would result in spending 2-3 years per sc2 map. I'd say it's rather an exception.
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Some of you have been helping test the sc2 art tools in the closed beta. If you haven't gotten the chance to test them out yet, they're now in open beta! If you're interested in participating, you can download the files (along with instructions) here.
Has anybody here tried the tools out in the private beta? Is anybody else thinking about trying them out now? Hopefully we're going to see some pretty fancy models coming up soon!
I'm also snagging one of the pictures from the official post. Pretty neat, non-sc2-looking models :)
mac <3
ps: thank you lezad
@houndofbaskerville: Go
I haven't checked it but I'm sure it's worth to reinstall the tools with the new ones.
@Leruster: Go
any reason other than "reply button"
that that is "thrown towards me" :D
edit: i just posted to cry coz i dont want to have to upkeep another pc to get into mpq editing while i so want to model :(
It's an unannounced project we've been working on for a while. A better, non-cropped version of the screen is here;
http://smurfbizkit.deviantart.com/art/Geistkrieg-Allies-397119507
our last big project was this; http://www.moddb.com/mods/mideast-crisis-2
@houndofbaskerville: Go
Well during the closed beta we've reported a few bugs. So I believe that they may have been corrected.
Yea, it's a new version, there's "click here to read the full patch notes" in the bottom.
Sad, I didn't notice any signs of fixing the most annoying bug, when flip book animations don't work for combined materials. Maybe they just didn't mention it? Could anyone try it? I'm curious, but away.
But I'm glad about other fixes, especially about adding more examples.
@Zolden: Go
Exactly!
Open Beta really? Anyone who knew the links could download them, makes a difference? Anyone who wanted to have them via Blizzard could ask on their forums... this was nowhere as Closed Beta as for example getting keys for SC2 Beta, which was not for everyone.
And yeah really cool terrain there, I think DelphiniumKey was making Modern War models, seems nice additions there.
So how do I replace the old tools with the new ones? Uninstall from Programs and Features? (Win 7/8)
It looks awesome, just came into this thread to find out more about this project :)
I hope the public gets to see more of this soon!
I don't model, but texturing alone was at least 6-12 hours per object. That screen only has about 7 things too, so far we have 50-60 done.
Thanks! Hopefully it won't be too long.
Damn, 6-12 hours texturing each?! Maybe that's why my texturing is sucky, I'm going too fast.... but IDK if I've got that kind of patience.
So Is there anyone new going to be modeling now? I'd love to see how much actual interest there is.
Texturing consists of 2 parts: technical and artistic. Technical part includes generating textures by soft. It may take 20 minutes if modeller familiar with the process. Artistic part includes drawing or compiling textures. It may take even a whole hour, if a guy realy up to polish until it's perfect.
The only part that may take like 2 hours is sculpting high poly model to generate a normal texture.
So, it's hard to imagine a texturing process that would take 6-12 hours. Probably alot of distractions around.
I would say that for decent artists (or common creators) time spent has negative correlation with the quality of the result. It only has positive correlation for unexperienced creators and for geniuses.
If you feel your textures are bad, it's most likely you just need to become a better artist. Texturing is painting/drawing applied to 3d. The best advice I ever took was to stop doing 3d art for 6 months and instead fill a couple drawing pads with portrait studies...I saw major improvement in my textures later.
I don't think you know what you're talking about. Unless you're talking about very simple props, or really poor textures...none of those times are realistic at all. For units and buildings like those Starcraft 2 uses, my time-range is pretty accurate for uvmapping + texturing. If you were using a more cartoony style, or used more phototextures you could cut down on time needed some but...never to where you're cranking out a great unit an hour.
Take our jeep for instance, in terms of my time on it it took roughly;
that ends up with it being 6-9 hours of work. Now if it was something far more detailed it would take even more time, a good example is this one that took me a week to uvmap + paint;
http://smurfbizkit.deviantart.com/art/Sky-Corsair-Pirate-Airship-368381799
@smurfbizkit: Go
I looked through that gallery... dang dude that's some seriously awesome stuff. I'll be sure to keep an eye out for that alpha.
@smurfbizkit: Go
Yea, if one is ambitious artist, he can make overdetailed high res stuff, which is a bit superfluous of sc2.
And if we include uv mapping it will be a couple oh hours more, indeed.
But the main rule is still the same: 20-80.
20% of time needed to do 80% of something. And other 80% of time is required for the remaining 20%. So, high end stuff can consume 5 more time than something just decent (but almost similar). If we're talking about hobby modelling for things like sc2 modding, it takes much smaller time amounts than professional commercial stuff. Sure, we can imagine a person who invests in its hobby as much time as if it was a professional project. This would result in spending 2-3 years per sc2 map. I'd say it's rather an exception.