The easiest way to add an attachment is to copy an existing attachment point and position as you want :)
Good news, I've realised the Zealot/Immortal should be fairly quick to make so I'm firing up the cutting laser now ;)
Edit 2: Well that makes things easier... the Immortal already has an attachment point for the turret bone.
Edit 3: I'm afraid on further inspectation it looks like making that unit would be a more complex undertaking than I first thought due to a number of clipping issues caused by the Zealot's animations which would require a bunch of animation edits. Sorry :-/
Hey I remember that! And hmmm, that'd be trickier due to the Zealot animations... 'course another way to do it would be to take the Immortal model and the Zealot one, hack off the un-wanted parts and set up custom attachment points (possibly tied to the turret bone) then attach the Zealot torso to the Immortal legs in the Data Editor. That way you also have some more control of when to play certain animations...
I must admit that is a tempting idea to try, but I think I should work a bit on my backlog before taking on any suggestion/request models I'm afraid. Soulfilcher is still waiting on that Sloth I volunteered to make... of course now HotS comes along with a Bulldozer model x)
Sloth aside I'll probably be working on finishing the Buzzard (the Merc Vulture) next (barring any sudden bursts of inspiration of course). I'd love to get the Adept done but that's anim work. Though I must admit I am very tempted to release one with just the ranged animations and projectile (though, one of the existing Zeratul/Preserver attack anims kind of works for melee - he whacks them with the shield)
So, I've just finished Heart of the Swarm and hopefully will be getting back in the saddle for modelling soon(ish). I want to share another 'quicky' I made (compared to things like the Adept which needs additional animation work still) on the 9th (which was actually my birthday heh). I was suddenly gripped with the desire to make a Protoss Shuttle out of the Scout! To be clear this is not meant to be a recreation of the SC1 Shuttle, the idea was to make a SC2 styled take on the Shuttle. All that's left before I submit it is to add some glowiness into some of the lines on it. Either the swipe lines like some Protoss units have - but which are much more complicated to do - or team colour emissive textures. I'm inclined towards the latter at the moment.
Sorry for the triple post, but I just want to give anyone following this an update:
Since before christmas I've had some kind of cold/bug hanging around making me feel like crap, and as such I've not felt much up to doing any work on my models, apart from a few quickies like hacking up the crane doodad up there.
So what I'm saying is, barring having a good day work on my models is delayed indefinately. Sorry for those waiting for the Adept or other models, hopefully I'll be able to get them done eventually.
I'm also really sorry to you SoulFilcher for keeping you waiting with the Sloth (kinda ironic....) anyhoo if you'd like me to send over what I've done so far in M3 format (or Blender format if I can find a convertor) just say.
Again, sorry. Hopefully I'll be able to get back to this soon!
So this throat infection is persisting so when I've been doing models I've not felt up to tackling the Adept's melee animations yet, sorry.
On the plus side smaller projects are a-o-k! For one I've developed my Juggernaught a bit further as I want to make it more unique from the Firebat and Marauder. To that end I've replaced his pauldrons and intend to edit his backpack and helmet as well as probably some texture tweakage.
Fans of the current Juggernaught 'Gunbat' fear not, that version will remain uploaded. In the backstory I'm coming up for this suit let's just say that was the Prototype. In fact I've worked the Gunbat name in as being what the early test pilots nicknamed it due to it being little more than a Firebat suit with autocannons instead of flame throwers :D
Aside from that and in regards to the Adept: As the Melee animations are taking some time, would people like me to release a usable version with just the ranged animations for now? If there's enough demand I will see what I can do.
Well as I say I'm going to give him a bandana as well, and I forget if I said this already here but I intend to make his shades team coloured (he actually has them in those screenies, just at the moment they're just using a bit of the normal Vulture texture).I also intend to completely reskin the rider's body, possibly with a biker jacket. Don't worry, I've not forgotten the rider ;)
And hmm, a Ghost on a Vulture, I look forward to seeing it :D
Ok well here's an update on the Merc Vulture. As was pointed out to me on the old version the extra boosters would snap off so I made their connections more substantial. Also some quick texture modifications with adjustment layers, including blue glows for the engines!
Here's some new piccies. Adept is still stalled due to the animation nature of what I need to do on it.
This doesn't mean I've not been doing any model stuff.
As some people who know me know, I often work best flitting from one thing to another rather than just working on one thing endlessly so I don't burn out. To that end as well as working on the Marine Engineer some more (I'll find some screenies) I've also been working on one or two other models....
First one attached is a workin progress shot of my take on a Mercenary Vulture (currently dubbed the Braxis Buzzards, a biker gang :D). The rider has pimped his ride up with not one but TWO extra engines for turbo speed. In addition he has a Hydralisk skull chained to the front of his bike! (Chains to be added in the texture phase)
I'm also working on making the rider more like the SC1 portrait complete with what will be tinted shades (possibly team coloured) and a bandana (not on the model yet)
No texture work has been done yet bar recolouring the Hydralisk head to look more boney but I hope to give the bike a bitching paint job, possibly including some flames :D I'll be googling biker gangs ;)
I also intend to make a portrait to go with it, which I imagine could be useful for those making SC1 mods :)
This one will be released publically when done!
The second and third pictures are updates for the Sloth, a Kel-Morian earthmover vehicle I am working on inspired by SoulFilcher's Heaven's Devils Takedown map. This is of the civilian version, I will also be making the retrofitted combat version which the Kel-Morians used as a Tank analogue during the Guild Wars.
Last but not least are some updated pics of the Marine Corps Engineer (MEC as I call him). As you can see I swapped the shoulder his robot arm is mounted on as it was too crowded on his left arm with the fusion welder on his wrist. I've also made him a backpack from an SCV which both distinguishes him further from the Marine and Medic, as well as tying in thematically to his role as an Engineer. Finally I've edited the skin to make his yellow closer to that of the construction vehicles - though I need to tweak the textures some more to unify the colours of his robot arm with the rest of his armour.
Well that's it from me. Just wanted to show I'm not dead! :D
@JacktheArcher: Go
The easiest way to add an attachment is to copy an existing attachment point and position as you want :)
Good news, I've realised the Zealot/Immortal should be fairly quick to make so I'm firing up the cutting laser now ;)
Edit 2: Well that makes things easier... the Immortal already has an attachment point for the turret bone.
Edit 3: I'm afraid on further inspectation it looks like making that unit would be a more complex undertaking than I first thought due to a number of clipping issues caused by the Zealot's animations which would require a bunch of animation edits. Sorry :-/
@SoulFilcher: Go
Heh, the model is living up to it's name huh? :D
@JacktheArcher: Go
Hey I remember that! And hmmm, that'd be trickier due to the Zealot animations... 'course another way to do it would be to take the Immortal model and the Zealot one, hack off the un-wanted parts and set up custom attachment points (possibly tied to the turret bone) then attach the Zealot torso to the Immortal legs in the Data Editor. That way you also have some more control of when to play certain animations...
I must admit that is a tempting idea to try, but I think I should work a bit on my backlog before taking on any suggestion/request models I'm afraid. Soulfilcher is still waiting on that Sloth I volunteered to make... of course now HotS comes along with a Bulldozer model x)
Sloth aside I'll probably be working on finishing the Buzzard (the Merc Vulture) next (barring any sudden bursts of inspiration of course). I'd love to get the Adept done but that's anim work. Though I must admit I am very tempted to release one with just the ranged animations and projectile (though, one of the existing Zeratul/Preserver attack anims kind of works for melee - he whacks them with the shield)
Thanks for the comments guys, and admittedly I do wonder about the cockpit, hmm... not sure where to get a better one though...
Edit, by the way it also has the Scout's engine particles and ribbon fx so it looks cool when flying around too :)
So, I've just finished Heart of the Swarm and hopefully will be getting back in the saddle for modelling soon(ish). I want to share another 'quicky' I made (compared to things like the Adept which needs additional animation work still) on the 9th (which was actually my birthday heh). I was suddenly gripped with the desire to make a Protoss Shuttle out of the Scout! To be clear this is not meant to be a recreation of the SC1 Shuttle, the idea was to make a SC2 styled take on the Shuttle. All that's left before I submit it is to add some glowiness into some of the lines on it. Either the swipe lines like some Protoss units have - but which are much more complicated to do - or team colour emissive textures. I'm inclined towards the latter at the moment.
@Kailniris2: Go
Thanks :)
Sorry for the triple post, but I just want to give anyone following this an update:
Since before christmas I've had some kind of cold/bug hanging around making me feel like crap, and as such I've not felt much up to doing any work on my models, apart from a few quickies like hacking up the crane doodad up there.
So what I'm saying is, barring having a good day work on my models is delayed indefinately. Sorry for those waiting for the Adept or other models, hopefully I'll be able to get them done eventually.
I'm also really sorry to you SoulFilcher for keeping you waiting with the Sloth (kinda ironic....) anyhoo if you'd like me to send over what I've done so far in M3 format (or Blender format if I can find a convertor) just say.
Again, sorry. Hopefully I'll be able to get back to this soon!
Just submitted a couple of Doodad quickies, for all those who want to make cranes free of that terrible base :D
@DrSuperEvil: Go
Thanks, but I did actually know (some) of that. I was just messing about :D
Ok just a note that all model making is on hold until New Year's at the earliest. See you in 2013 (Assuming the world doesn't end ;))
@GhostNova91: Go
Thanks for the input and the compliment :D
I'm inclined to wait till the Adept is done too, just curious...
So this throat infection is persisting so when I've been doing models I've not felt up to tackling the Adept's melee animations yet, sorry.
On the plus side smaller projects are a-o-k! For one I've developed my Juggernaught a bit further as I want to make it more unique from the Firebat and Marauder. To that end I've replaced his pauldrons and intend to edit his backpack and helmet as well as probably some texture tweakage. Fans of the current Juggernaught 'Gunbat' fear not, that version will remain uploaded. In the backstory I'm coming up for this suit let's just say that was the Prototype. In fact I've worked the Gunbat name in as being what the early test pilots nicknamed it due to it being little more than a Firebat suit with autocannons instead of flame throwers :D
Aside from that and in regards to the Adept: As the Melee animations are taking some time, would people like me to release a usable version with just the ranged animations for now? If there's enough demand I will see what I can do.
Kani, out!
Firstly, thanks everyone \o/
@GhostNova91: Go
Well as I say I'm going to give him a bandana as well, and I forget if I said this already here but I intend to make his shades team coloured (he actually has them in those screenies, just at the moment they're just using a bit of the normal Vulture texture).I also intend to completely reskin the rider's body, possibly with a biker jacket. Don't worry, I've not forgotten the rider ;)
And hmm, a Ghost on a Vulture, I look forward to seeing it :D
@Triceron: Go
Haha, so very tempting! :D
Ok well here's an update on the Merc Vulture. As was pointed out to me on the old version the extra boosters would snap off so I made their connections more substantial. Also some quick texture modifications with adjustment layers, including blue glows for the engines!
Here's some new piccies. Adept is still stalled due to the animation nature of what I need to do on it. This doesn't mean I've not been doing any model stuff. As some people who know me know, I often work best flitting from one thing to another rather than just working on one thing endlessly so I don't burn out. To that end as well as working on the Marine Engineer some more (I'll find some screenies) I've also been working on one or two other models....
First one attached is a workin progress shot of my take on a Mercenary Vulture (currently dubbed the Braxis Buzzards, a biker gang :D). The rider has pimped his ride up with not one but TWO extra engines for turbo speed. In addition he has a Hydralisk skull chained to the front of his bike! (Chains to be added in the texture phase) I'm also working on making the rider more like the SC1 portrait complete with what will be tinted shades (possibly team coloured) and a bandana (not on the model yet) No texture work has been done yet bar recolouring the Hydralisk head to look more boney but I hope to give the bike a bitching paint job, possibly including some flames :D I'll be googling biker gangs ;) I also intend to make a portrait to go with it, which I imagine could be useful for those making SC1 mods :) This one will be released publically when done!
The second and third pictures are updates for the Sloth, a Kel-Morian earthmover vehicle I am working on inspired by SoulFilcher's Heaven's Devils Takedown map. This is of the civilian version, I will also be making the retrofitted combat version which the Kel-Morians used as a Tank analogue during the Guild Wars.
Last but not least are some updated pics of the Marine Corps Engineer (MEC as I call him). As you can see I swapped the shoulder his robot arm is mounted on as it was too crowded on his left arm with the fusion welder on his wrist. I've also made him a backpack from an SCV which both distinguishes him further from the Marine and Medic, as well as tying in thematically to his role as an Engineer. Finally I've edited the skin to make his yellow closer to that of the construction vehicles - though I need to tweak the textures some more to unify the colours of his robot arm with the rest of his armour.
Well that's it from me. Just wanted to show I'm not dead! :D