Can someone tell me something about smoothing groups in SC2 ? There are quiet a pain in the ass. Normals and shading is strange in SC2 as I change smoothing groups. Best way is to deattach polys. Same as Wc3...
Can someone tell me something about smoothing groups in SC2 ? There are quiet a pain in the ass. Normals and shading is strange in SC2 as I change smoothing groups. Best way is to deattach polys. Same as Wc3...
easier is to export the mesh as .3ds and reimport it back, rather than detaching polies.
This is only problem I have so far before I can continue creating new models, progress here is going slow since I am exploiting all possible problems when importing models from max to sc2.
I tried changing smoothing groups, but at the end seems like SC2 adds one layer of smoothing groups to whole model.
Tried without groups, with 1SGper poly, with modified, and its all a bit different but each time there is another type of shading anomaly.
"
How to end with prperly exported model when talkign about smoothing groups and shading and mesh itself.
Seems more like a normal issue. Did you make a normal map for your unit? if not try putting in as normal a completely white texture to get a uniform shading (this will probably make your unit darker) but that'd be just to test if it's a normal issue or not.
You could import your .obj into 3ds max and export using the exporter.
So I could do this from say Maya ?
I have to build the shaders in max though correct ?
I want to try import something from my teams game that I did.
ps to Tigerija: Thats definatly a normal issue :)
You could do the normal map thing or muck round with hardening and smoothing your edges normals.
That or you haven't merged all your verts x)
Y I know if looks like vertexes arent merged, but they arent de-attached also. Check's it in max and its clear.
My model doesnt have normal map. I am using Diffuse only. Ac tually I was just testing model so I left it on that.
So I should import white one for testing ? Will try that now...
If that fails, I suppose I can BlinkHawk's suggestion. But that would almost double number of vertexes. Wouldnt that impact performance ?
EDIT: Seems like it was problem with normal map. Now I am almost noob at material editor or texturing :D.
BTW nice texture rustychops.
Ok, Seems like it was normal map problem since there wasnt any. Now, I overlooked something since its taking ages to create normal map for my model.
Can someone link few good tutorials how to create normal map ?
Also, how will it affect UVW map ?
I'm kinda noob at that area where texturing comes in.
Id link a tut for normal maps... But there probably the largest part of game modeling xD
So Id have to link you a years worth of tutorials ... However if you think of normal maps this way :
Take your defuse map and make it black and white .
Darker areas are the areas that will look they are dented in
As lighter areas will look lifted
To convert that black and white diffuse map there's a Photoshop normal map plug in (which is terrible) that will convert it to a normal map with some control's.
Or there's crazy bump (which is amazing) Which has an insane amount of control. However it costs :(
Thats not the only way to normal map though ( I wont go into this too much), You can also create extremely high poly models or sculpts then bake them onto a low poly mesh , For Example heres some high poly models I did that I then baked onto low poly models
Reason we use this is that its a lot more accurate than trying to texture in all that detail and still keep a crisp normal map.
As you will find with texturing your normal maps that grunge will start to make them look bad and mushy. Only way you can avoid this is with extremly nice layer management :0
Y I know that second way of doing it. But seems like I am doing something wrong.
I dont really understand what diffuse map is.
I think I am mixing things here. And I am really frustrated, and here's its strange weather also, so I am really pissed off.
I'll just link you the map, and the scene, and everything, so if you can explain things in short. I think I got the knowledge but I am just mixing things.
And setting things wrong.
DO you have msn maybe ? I dont want to be pain in your ass, I think I just need few guides how to set things up.
Hi I have a problem, I tried to export my model for hours now and I don't get it.
I think I do something wrong, please take a look at the following picture (is there no spoil function?)
It shows the whole process how I tried to export and even import my model...
oh I'm stupid. I did a mistake and took the wrong screenshot. of course I imported DDS files and well the crate path was just an mistake but even without that path it don't work
This please :P
I need them for a few of my pokemons.
Question, how death animation works in SC2 ? I noticed there is special model for it.
Can I use same model by adding death animation to it and then.. will that work ? Or I need 2 models Oo ?
The death animation is an actor that creates a model when the unit dies. I guess you can create the same model and tell it to play your animation.
Can someone tell me something about smoothing groups in SC2 ? There are quiet a pain in the ass. Normals and shading is strange in SC2 as I change smoothing groups. Best way is to deattach polys. Same as Wc3...
easier is to export the mesh as .3ds and reimport it back, rather than detaching polies.
Hm, that would automatically de-attach each poly ? What if I dont want to de-attach all polys, but I want to group them ?
I mean, what is best way to avoid errors ?
"
Guys, I got problems with shading, or smoothing groups. http://img411.imageshack.us/img411/534/shadingu.png
This is only problem I have so far before I can continue creating new models, progress here is going slow since I am exploiting all possible problems when importing models from max to sc2.
I tried changing smoothing groups, but at the end seems like SC2 adds one layer of smoothing groups to whole model.
Tried without groups, with 1SGper poly, with modified, and its all a bit different but each time there is another type of shading anomaly. "
How to end with prperly exported model when talkign about smoothing groups and shading and mesh itself.
@tigerija: Go
it will detach them according to your smooth groups. It will also check for unwraps.
Seems more like a normal issue. Did you make a normal map for your unit? if not try putting in as normal a completely white texture to get a uniform shading (this will probably make your unit darker) but that'd be just to test if it's a normal issue or not.
So I could do this from say Maya ? I have to build the shaders in max though correct ? I want to try import something from my teams game that I did.
ps to Tigerija: Thats definatly a normal issue :) You could do the normal map thing or muck round with hardening and smoothing your edges normals. That or you haven't merged all your verts x)
Y I know if looks like vertexes arent merged, but they arent de-attached also. Check's it in max and its clear.
My model doesnt have normal map. I am using Diffuse only. Ac tually I was just testing model so I left it on that.
So I should import white one for testing ? Will try that now...
If that fails, I suppose I can BlinkHawk's suggestion. But that would almost double number of vertexes.
Wouldnt that impact performance ?
EDIT: Seems like it was problem with normal map. Now I am almost noob at material editor or texturing :D.
BTW nice texture rustychops.
Ok, Seems like it was normal map problem since there wasnt any. Now, I overlooked something since its taking ages to create normal map for my model.
Can someone link few good tutorials how to create normal map ?
Also, how will it affect UVW map ?
I'm kinda noob at that area where texturing comes in.
OK, I cant get it work properly... it shows some error in lightning, like its somehow has global shading.
Can someone show me some kind of tutorial how to add textures on model, everything till export.
@tigerija: Go
Id link a tut for normal maps... But there probably the largest part of game modeling xD So Id have to link you a years worth of tutorials ... However if you think of normal maps this way :
Take your defuse map and make it black and white .
Darker areas are the areas that will look they are dented in As lighter areas will look lifted
To convert that black and white diffuse map there's a Photoshop normal map plug in (which is terrible) that will convert it to a normal map with some control's. Or there's crazy bump (which is amazing) Which has an insane amount of control. However it costs :(
Thats not the only way to normal map though ( I wont go into this too much), You can also create extremely high poly models or sculpts then bake them onto a low poly mesh , For Example heres some high poly models I did that I then baked onto low poly models
Reason we use this is that its a lot more accurate than trying to texture in all that detail and still keep a crisp normal map. As you will find with texturing your normal maps that grunge will start to make them look bad and mushy. Only way you can avoid this is with extremly nice layer management :0
Y I know that second way of doing it. But seems like I am doing something wrong.
I dont really understand what diffuse map is.
I think I am mixing things here. And I am really frustrated, and here's its strange weather also, so I am really pissed off.
I'll just link you the map, and the scene, and everything, so if you can explain things in short. I think I got the knowledge but I am just mixing things.
And setting things wrong.
DO you have msn maybe ? I dont want to be pain in your ass, I think I just need few guides how to set things up.
Hi I have a problem, I tried to export my model for hours now and I don't get it. I think I do something wrong, please take a look at the following picture (is there no spoil function?) It shows the whole process how I tried to export and even import my model...
I think that assets should be outside the crate folder and model should be outside of assets.
Assets/Textures/texture or from your internal path
Models/Crate/model
Make shure you use internal path.
Did you import .dds picture formats in editor or BMP ?
oh I'm stupid. I did a mistake and took the wrong screenshot. of course I imported DDS files and well the crate path was just an mistake but even without that path it don't work
Can you send me the scene and the map ?
I'll take a look and will try to fix it, then I will tell you the problem. You dont have to worry about your resource or privacy.
Or if you are, then you can add me on skype so you can share your screen, where I can tell you what you did wrong.
Coz I see there, if that blue model is ingame screen, that means it cant find texture.
EDIT: w8, what what ? dude, pls post normal screens not those fancy ones... what is that before Assets in your texture path, in importer... ???
DO it like this: http://img408.imageshack.us/img408/9682/96453035.png
no no like i said it was a wrong scrrenshot of the importer i fixed the screen ... and here are the files (its just a crate so what about privacy)
Downloadlink (3 Textures *.bmp/*.dds format, model m3 and 3ds format and the map) http://www.file-upload.net/download-2705829/ModelCrate.rar.html
just klick the smal download button on the site
Ok, I think I found the error.
Let me check. Did set material path to picture like this: Starcraft 2 / Starcraft 2 Bitmap instead Starcraft 2 / Bitmap ???
Pic: http://img168.imageshack.us/img168/5397/79416997.png