So... getting back on track, I've got some kind of throat infection or something at the moment so am feeling pretty rundown. Because of this I've not been able to make any progress on the Adept as at this stage I need to make the melee animations which is time consuming and somewhat complicated...
However I'm currently doing some work on the Marine Engineer and done a little bit on the Sloth for Soul Filcher. Hopefully I'll have some pics for you all soon!
I haven't forgotten, I just haven't done anything on any models recently.. got two family birthdays coming up soon too. Hopefully I'll get back to the models soon :)
I'm sticking to the Blizzard concept. I don't see the shield so much for protection as an offensive weapon :) And it does indeed launch a plasma disc - he throws shield itself, after it hits it teleports back to his arm/a new one warps in (Or something)
The spear is only really for the event that enemies get too close.
As for the Juggernaught, could do. Been meaning to give it a proper texture at some point. At the moment it's just a recoloured Firebat texture :) any suggestions for Team colour placement?
Just wanted to let you all know I'm not dead, and hopefully I'll have something new to show soon. I've been a bit ill recently so haven't been able to do a great deal but I'm currently in the animation stages for both the Marine Engineer and the Adept. For the engi the animating is mostly tweaking for the lack of a shield and animating the crane/fusion welder on his shoulder, the Adept is a bit trickier as I'm giving him melee animations (like how the Hydralisk and Roach are ranged with melee if the enemy is too close.
Yes it does, though I'm going to need to tweak several to fix clipping issues and intend to include melee animations (though, possibly not in the initial release)
I actually mirrored the model, meaning the shield is on the arm swung in the attack animations (Attack01 is especially well suited for a throw animation).
I also intend to leave in animations which don't specifically fit with the role of the unit (such as the Stand Work animations) in case people want to use them as spell animations (for example). Though, depending on how filesize is effected I may include a version with trimmed down animations as well. We'll see :)
Update on the Adept! As you can see his gems and eyes are now also team coloured. I still need to do some tweaking of the weapon's specular channel as it's a bit too shiny compared to the armour.
Edit: Helps to actually attach the picture.
So, here's something else I'm working on (don't worry, I've not abandoned the Engineer, I just tend to flit from one thing to another ), recreating the scrapped Protoss concept unit the Adept.
Basically it's a Protoss infantry ranged unit who attacks by throwing his shield (Captain Antioch!). I decided to give making him a go after noticing how much his concept resembled the Preserver model - I suspect the Preserver recycled the Adept model in fact, especially how well the animations work with this setup, though will need some tweaks for clipping issues.
Oh, the psi blade and the shield are team coloured, with a decal in the middle of the shield. I'm also considering giving him melee animations (like the Hydralisk has) given he has a nice melee blade there.
The other thing I've been working on is something for Soulfilcher's Heaven's Devil Takedown map - the Kel Morian Sloth. A modified Earth-mover equipped with cannons and extra armour. It's still VERY early WIP (for example, the flatbed part will be replaced)
Whether or not I release this model publically is up to Soulfilcher.
Hmm well in answer to various questions, it doesn't seem like the model's been rotated at any point, as when I right clicked rotate it shows as all 0s.. I also work in Edit Mesh out of habit from my WC3 days.
Though Zolden, your post has got me wondering. You see for the texture for the Juggernaught, I only edited the diffuse and emissive textures of the Firebat, and so currently it's still using the Firebat... normal... map...
I'm going to check myself Jack, but I'm guessing your test map doesn't have campaign dependancies? I'm an idiot, the Firebat normal maps are only in the campaign, therefore a map without campaign dependancies won't be able to find a normal map which might result in the bug shown. Ok, going to make copies of the firebat maps I didn't edit and make the Juggernaught use those, then I'll upload it. Hopefully that'll fix the problem!
Edit: That could also explain why the Juggernaught looks much darker in your non blue screenshot than it does on my computer as (correct me if I'm wrong) Normal maps control how lights effect the material.
Edit2: Ok Jack, I checked your map and it's as I suspected. Now, let's fix those maps...
Edit3: Ok! That was the problem. That'll teach me to check if my models are using campaign dependancies in the future!
I've submitted a fixed version which is just awaiting approval :)
Thanks, I'll look into it. And I've always wondered what Reset X-Form did heh (I've seen the button but like 95% of Max I don't really know what it does)
The tricky part is I can't recreate this bug so I'll have to rely on others to tell me if anything I do fixes it heh.
Edit: Could it also be I need to completely reskin (as in rebinding to bones) the model as I removed some parts of it? When I was making it I deleted the flamethrower arms on the Firebat but was able to leave the Skin Modifier as it didn't flip out like it sometimes does if you remove things, in Max anyway.
So... getting back on track, I've got some kind of throat infection or something at the moment so am feeling pretty rundown. Because of this I've not been able to make any progress on the Adept as at this stage I need to make the melee animations which is time consuming and somewhat complicated... However I'm currently doing some work on the Marine Engineer and done a little bit on the Sloth for Soul Filcher. Hopefully I'll have some pics for you all soon!
@SGTMeowmers9: Go
Recovering from all the 'partying' :P sorry for the extended hiatus.
@SoulFilcher: Go
I haven't forgotten, I just haven't done anything on any models recently.. got two family birthdays coming up soon too. Hopefully I'll get back to the models soon :)
@michaelknives: Go
I'm sticking to the Blizzard concept. I don't see the shield so much for protection as an offensive weapon :) And it does indeed launch a plasma disc - he throws shield itself, after it hits it teleports back to his arm/a new one warps in (Or something)
The spear is only really for the event that enemies get too close.
@SGTMeowmers9: Go
Somewhat delayed due to real life and Pandaren :D
As for the Juggernaught, could do. Been meaning to give it a proper texture at some point. At the moment it's just a recoloured Firebat texture :) any suggestions for Team colour placement?
@Kanitala: Go
Just wanted to let you all know I'm not dead, and hopefully I'll have something new to show soon. I've been a bit ill recently so haven't been able to do a great deal but I'm currently in the animation stages for both the Marine Engineer and the Adept. For the engi the animating is mostly tweaking for the lack of a shield and animating the crane/fusion welder on his shoulder, the Adept is a bit trickier as I'm giving him melee animations (like how the Hydralisk and Roach are ranged with melee if the enemy is too close.
Thanks for the support
@Triceron: Go
Wow, another modelling legend posting in my thread. If I'm not careful I'll let it go to my head :3 thank you!
@Taintedwisp: Go
Thanks!
@Bommes: Go
Thanks!
Thanks both of you ^^
@SGTMeowmers9: Go
Yes it does, though I'm going to need to tweak several to fix clipping issues and intend to include melee animations (though, possibly not in the initial release)
I actually mirrored the model, meaning the shield is on the arm swung in the attack animations (Attack01 is especially well suited for a throw animation).
I also intend to leave in animations which don't specifically fit with the role of the unit (such as the Stand Work animations) in case people want to use them as spell animations (for example). Though, depending on how filesize is effected I may include a version with trimmed down animations as well. We'll see :)
Edit: 101 posts!
@JacktheArcher: Go
Update on the Adept! As you can see his gems and eyes are now also team coloured. I still need to do some tweaking of the weapon's specular channel as it's a bit too shiny compared to the armour.
Edit: Helps to actually attach the picture.
@JacktheArcher: Go
Don't worry, the plan is to make a shield projectile and to make the shield vanish from his arm and reappear.... somehow
So, here's something else I'm working on (don't worry, I've not abandoned the Engineer, I just tend to flit from one thing to another ), recreating the scrapped Protoss concept unit the Adept. Basically it's a Protoss infantry ranged unit who attacks by throwing his shield (Captain Antioch!). I decided to give making him a go after noticing how much his concept resembled the Preserver model - I suspect the Preserver recycled the Adept model in fact, especially how well the animations work with this setup, though will need some tweaks for clipping issues. Oh, the psi blade and the shield are team coloured, with a decal in the middle of the shield. I'm also considering giving him melee animations (like the Hydralisk has) given he has a nice melee blade there.
The other thing I've been working on is something for Soulfilcher's Heaven's Devil Takedown map - the Kel Morian Sloth. A modified Earth-mover equipped with cannons and extra armour. It's still VERY early WIP (for example, the flatbed part will be replaced) Whether or not I release this model publically is up to Soulfilcher.
@Zarxiel93: Go
My time and mood to work on these things is sporadic, so I'm afraid I'm not in a position at the moment to join any mod teams or suchlike. Sorry.
@JacktheArcher: Go
No problem :)
Hmm well in answer to various questions, it doesn't seem like the model's been rotated at any point, as when I right clicked rotate it shows as all 0s.. I also work in Edit Mesh out of habit from my WC3 days.
Though Zolden, your post has got me wondering. You see for the texture for the Juggernaught, I only edited the diffuse and emissive textures of the Firebat, and so currently it's still using the Firebat... normal... map...
I'm going to check myself Jack, but I'm guessing your test map doesn't have campaign dependancies? I'm an idiot, the Firebat normal maps are only in the campaign, therefore a map without campaign dependancies won't be able to find a normal map which might result in the bug shown. Ok, going to make copies of the firebat maps I didn't edit and make the Juggernaught use those, then I'll upload it. Hopefully that'll fix the problem!
Edit: That could also explain why the Juggernaught looks much darker in your non blue screenshot than it does on my computer as (correct me if I'm wrong) Normal maps control how lights effect the material.
Edit2: Ok Jack, I checked your map and it's as I suspected. Now, let's fix those maps...
Edit3: Ok! That was the problem. That'll teach me to check if my models are using campaign dependancies in the future!
I've submitted a fixed version which is just awaiting approval :)
@Leruster: Go
Thanks, I'll look into it. And I've always wondered what Reset X-Form did heh (I've seen the button but like 95% of Max I don't really know what it does)
The tricky part is I can't recreate this bug so I'll have to rely on others to tell me if anything I do fixes it heh.
Edit: Could it also be I need to completely reskin (as in rebinding to bones) the model as I removed some parts of it? When I was making it I deleted the flamethrower arms on the Firebat but was able to leave the Skin Modifier as it didn't flip out like it sometimes does if you remove things, in Max anyway.
@Leruster: Go
Sorry, I'm not sure what you mean by transformation reset?