sc1 were sprites as far as i know. jeah blizz should put mods up with all their models as they did with wc3.
SC1 used sprites that were based on 3D models. Meaning, they have a 3D model and then put pictures of said 3D models into the game as a sprite animation. I would LOVE to see some of the original 3D models used to create the SC1 sprites, I bet they look fascinating when viewed in actual 3D.
Also, I would love to get my hands on the original cinematic zealot used in SC1...
I would LOVE to see some of the original 3D models used to create the SC1 sprites, I bet they look fascinating when viewed in actual 3D.
I think you are over estimating them...
SC1 is over 15 years old. The technology at the time for 3D computer graphics was very primitive compared to what we are used to now. Although the sprites may have been based on 3D models, chances are there was a lot of pixel art touch-up going on to produce the sprites people grew to like. Such trickery was common back then with games like Age of Empires II using it for its building sprites. The reality was 3D models directly converted to sprites looked quite ugly unless touched up manually either in the form of sprite boundaries or fine details not possible to portray on the 3D model due to technical constraints.
Even if they were to give out the source models, there is a good chance you cannot do much with them as they are likely in some obsolete strange proprietary format. They would also be highish polygon (for smoothness as no bump mapping or tessellation), probably separate models per animation frame (no need to animate them if you are only after a few perfect key frames) and would have very basic surface texture information (no need for high resolution textures when the final sprite is only 32 (or was it 64?) pixels in each dimension).
I would LOVE to see some of the original 3D models used to create the SC1 sprites, I bet they look fascinating when viewed in actual 3D.
I think you are over estimating them...
SC1 is over 15 years old. The technology at the time for 3D computer graphics was very primitive compared to what we are used to now. Although the sprites may have been based on 3D models, chances are there was a lot of pixel art touch-up going on to produce the sprites people grew to like. Such trickery was common back then with games like Age of Empires II using it for its building sprites. The reality was 3D models directly converted to sprites looked quite ugly unless touched up manually either in the form of sprite boundaries or fine details not possible to portray on the 3D model due to technical constraints.
Even if they were to give out the source models, there is a good chance you cannot do much with them as they are likely in some obsolete strange proprietary format. They would also be highish polygon (for smoothness as no bump mapping or tessellation), probably separate models per animation frame (no need to animate them if you are only after a few perfect key frames) and would have very basic surface texture information (no need for high resolution textures when the final sprite is only 32 (or was it 64?) pixels in each dimension).
I said they would look fascinating, not that they would be exceptional 3d models or something. That the technology was so primitive is the reason it would be fascinating to look at them and seeing the 3d models would shed new light on how you look at the sprites themselves.
SC1 used sprites that were based on 3D models. Meaning, they have a 3D model and then put pictures of said 3D models into the game as a sprite animation. I would LOVE to see some of the original 3D models used to create the SC1 sprites, I bet they look fascinating when viewed in actual 3D.
Also, I would love to get my hands on the original cinematic zealot used in SC1...
I think you are over estimating them...
SC1 is over 15 years old. The technology at the time for 3D computer graphics was very primitive compared to what we are used to now. Although the sprites may have been based on 3D models, chances are there was a lot of pixel art touch-up going on to produce the sprites people grew to like. Such trickery was common back then with games like Age of Empires II using it for its building sprites. The reality was 3D models directly converted to sprites looked quite ugly unless touched up manually either in the form of sprite boundaries or fine details not possible to portray on the 3D model due to technical constraints.
Even if they were to give out the source models, there is a good chance you cannot do much with them as they are likely in some obsolete strange proprietary format. They would also be highish polygon (for smoothness as no bump mapping or tessellation), probably separate models per animation frame (no need to animate them if you are only after a few perfect key frames) and would have very basic surface texture information (no need for high resolution textures when the final sprite is only 32 (or was it 64?) pixels in each dimension).
Most blizzard DotA assets can be found in early alpha builds of heroes.
@BlinkHawk: Go
There are only four heroes , and Illidan demon form , minion , some doodads and textures . Blizzard cares to remove it interesting.
All Blizzard Dota Assets have name BAS (Blizzard All Stars).
I have explored all accessible versions of Heroes of the Storm on the Internet.
I have versions: 29049 - 29108 - 29406 - 29755 (these versions were leaked alpha versions in the network) all contain the same files.
Only one version only saw a screen, this was five files .DATA when all have three. 000.DATA, 001.DATA, 002.DATA
I said they would look fascinating, not that they would be exceptional 3d models or something. That the technology was so primitive is the reason it would be fascinating to look at them and seeing the 3d models would shed new light on how you look at the sprites themselves.
In reply to Forge_User_96587375:
Hi do you have the m3 file for this model?
best