Yes, but I have to tell you not everything works perfectly, probably because the file format is not 100% reverse engineered :/
As you can see the Giant Turtle, which is I believe this one : Ironback
So the guys from LoLKing did the actual extraction from the game and changed it to something generic they can use on their website. It is from their website that I got the models.
Reverse engineering is one of my other hobbies, I also did that for many other games and websites like artstation.com
NOTE this is not a legal way of using models, I only did this for learning purposes of MaxScript and reverse engineering. All models are Copyrighted by RIOT
Hiya, since you guys know I love reverse engineering 3D Models, I was impressed with the ease of reverse engineering the 3D Models from the LoLKing website.
It only took me a day to figure it out and another 3 hours to do something with it. Here is an example.
The original has only a diffuse map, so I needed to be inventive, it came out pretty well I guess
For those that are wandering, I'm still doing the Overwatch stuff, but it like changes every singe update :/ so it is very hard to keep up and that is just the models. Not even able to figure out the animations properly
Been trying hard to learn some texturing/sculpting/baking stuff, here is a first result, it is based on Overwatch Los Muertos dudes from the Hero short video. It is the base character, so I can have some variants on it.
1500 Polys, 3 x 2048² textures ( normal, specular and diffuse)
Looking back the script, I believe it does import particles but only partially, meaning there are no animations for them, but the initial position and materials are set correctly
But other than that, I am no longer spending time on that script ( except when there is another release, of course )
Well, the particles aren't showing on import, because they are imported at all using my script ( if I remember correctly )
Texture are applied correctly, but they need to be in the correct folder tho.
You need to import Tychus model (m3) first, next import the m3a file and it will apply the animation to Tychus, note that when exporting to FBX ( for unity) you better remove the key frames you don't need, because exporting to FBX, it exports everything and the file becomes huge..
@IskatuMesk: Go
Yes, but I have to tell you not everything works perfectly, probably because the file format is not 100% reverse engineered :/
As you can see the Giant Turtle, which is I believe this one : Ironback
So the guys from LoLKing did the actual extraction from the game and changed it to something generic they can use on their website. It is from their website that I got the models.
Reverse engineering is one of my other hobbies, I also did that for many other games and websites like artstation.com
NOTE this is not a legal way of using models, I only did this for learning purposes of MaxScript and reverse engineering. All models are Copyrighted by RIOT
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Overwatch Winter Wonderland
Import script for the new Overwatch models is finished, you can download it here: TM's Import script Overwatch Winter Wonderland
Supports raw format (.00C) with multiple LOD's and collision, correct bones, bone indices and vertex weights
Next on my list: ANIMATIONS! ( this is gonna hurt)
Sample:
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hiya, since you guys know I love reverse engineering 3D Models, I was impressed with the ease of reverse engineering the 3D Models from the LoLKing website.
It only took me a day to figure it out and another 3 hours to do something with it. Here is an example. The original has only a diffuse map, so I needed to be inventive, it came out pretty well I guess
You can play with it here: Giant Turtle
For those that are wandering, I'm still doing the Overwatch stuff, but it like changes every singe update :/ so it is very hard to keep up and that is just the models. Not even able to figure out the animations properly
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
It does import m3a too, but if the bones do not match up, it will obviously brake the animation
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Update my M3 Import Script
Removed the UV correction - more pain than gain added support Nova Mission Packs (all 3) added support for latest HotS models
download from the usual place: Download from my assets
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@Zolden: Go
Mostly the body will be changed with a army vest or shirt, so that will probably change, thnx for the feedback very much appreciated
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Been trying hard to learn some texturing/sculpting/baking stuff, here is a first result, it is based on Overwatch Los Muertos dudes from the Hero short video. It is the base character, so I can have some variants on it.
1500 Polys, 3 x 2048² textures ( normal, specular and diffuse)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
It is indeed :p
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Trying to convert/redo some overwatch models, here is my first attempt, I just love these cars and payloads :)
I did a complete redo, retopo + retexturing
first attempt
initial model, about 35000 polys, this one, 1800
T
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Some WIP I'm doing
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@CybrosX: Go
Looking back the script, I believe it does import particles but only partially, meaning there are no animations for them, but the initial position and materials are set correctly
But other than that, I am no longer spending time on that script ( except when there is another release, of course )
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@GhostNova91: Go
Well, the particles aren't showing on import, because they are imported at all using my script ( if I remember correctly ) Texture are applied correctly, but they need to be in the correct folder tho.
@ZeShmoutt: Go
You need to import Tychus model (m3) first, next import the m3a file and it will apply the animation to Tychus, note that when exporting to FBX ( for unity) you better remove the key frames you don't need, because exporting to FBX, it exports everything and the file becomes huge..
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@GhostNova91
You can follow my tutorial here
it explains step by step how to set up MAX and the second video explains how you can apply materials/textures to show in SC2
Hope this helps T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Also, while I'm at it, you can download the latest version of my 3D Model Viewer, it supports the raw model format from Overwatch !
Download 3D Model Viewer v3.0
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Alright, time to release an update of my M3 Import v3.0 script : download
It now supports the EX3 version that comes with the latest SC2 update
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here