Just get nDo, it will convert diffuse to normal. Save it. Then convert normal map to specular map with nDo again. Then go back to Normal map. Put R channel to A. And invet green. And copy your Spec map to R channel of nrmal map.
Then put normal map to the material in max. I explained that in the tutorial I recorded while doing your previous ship, but nDo window wasn't recorded by soft. It's not that hard, though.
Why are you asking? Tired of zealots and marines? :)
It's easy, but time consuming. Leaning things, trying to repeat things, figuring what multiple and multiple parameters do. Youtube is full of great basic 3d max routine videos, like how to create meshes, how to then create textures and make them fit, how to create skeletons and animate models. If one is comfortable with this stuff, it takes almost no additional efforts to start creating models for sc2, cause Art Tools made cleverly and well, and (unlike the editor) comprehensively documented.
Earlier I used to create my own models, but it was too time consuming. Also, modelling process is boring, almost no intellectual efforts required. So I end up editing wow and sc2 models.
But there's also a special kind of modelling, that is much easier to get into. And much funnier to do. Creating sc2 effects - fires and smokes, explosions, impacts, launches, beams, missiles, spells, auras, buff marks - all that stuff that can make a game look spectacular and unique. They all are made with only one object - particle system. Sometimes other objects can be used, like ribbon, projector, force field. But mostly particles. It's fast to learn them and fast to create the effects, cause you just set up some parameters (all documented), and it rapidly starts to look cool. Also, unlike the units models, effects don't require additional space, cause sc2 has a hugeton of textures for particles, that can be used in many different ways.
ok I dont know what is going on but I have the photoshop cc 2014 dds plugin but it does not want to open them and I can't get it to do so. And I was following you tutorial as well
@Azog2016: Go
Just get nDo, it will convert diffuse to normal. Save it. Then convert normal map to specular map with nDo again. Then go back to Normal map. Put R channel to A. And invet green. And copy your Spec map to R channel of nrmal map.
Then put normal map to the material in max. I explained that in the tutorial I recorded while doing your previous ship, but nDo window wasn't recorded by soft. It's not that hard, though.
Zolden, mapster's model expert.
@TyaArcade: Go
Actually, Delphinium is expertier than I. Sometimes I ask him how to do tricky things, and he always knows how.
Oh my. Well, credit where credit's due!
"expertier". I like this.
Is sc2 modelling hard to get into?
Why are you asking? Tired of zealots and marines? :)
It's easy, but time consuming. Leaning things, trying to repeat things, figuring what multiple and multiple parameters do. Youtube is full of great basic 3d max routine videos, like how to create meshes, how to then create textures and make them fit, how to create skeletons and animate models. If one is comfortable with this stuff, it takes almost no additional efforts to start creating models for sc2, cause Art Tools made cleverly and well, and (unlike the editor) comprehensively documented.
Earlier I used to create my own models, but it was too time consuming. Also, modelling process is boring, almost no intellectual efforts required. So I end up editing wow and sc2 models.
But there's also a special kind of modelling, that is much easier to get into. And much funnier to do. Creating sc2 effects - fires and smokes, explosions, impacts, launches, beams, missiles, spells, auras, buff marks - all that stuff that can make a game look spectacular and unique. They all are made with only one object - particle system. Sometimes other objects can be used, like ribbon, projector, force field. But mostly particles. It's fast to learn them and fast to create the effects, cause you just set up some parameters (all documented), and it rapidly starts to look cool. Also, unlike the units models, effects don't require additional space, cause sc2 has a hugeton of textures for particles, that can be used in many different ways.
Getting a bit bored of futuristic units, yes!
And thank you for the advice. I think I'll look into particle stuff.
ok I dont know what is going on but I have the photoshop cc 2014 dds plugin but it does not want to open them and I can't get it to do so. And I was following you tutorial as well
@Azog2016: Go
Well, find the plugin that works, or change photoshop version to older one. I'm using CS5 or 6, and a plugin I found on this site, I suppose.
What about nDo? Found it?
yes
but it does not want to open with my photoshop elements 10 that DOES open dds files (forgot to mention the other photoshop is for a photo class)