For metals, there is another approach. Like I used in this melee tank unit. As emissive map in add mode Inverted specular map used with inverted fresnel with 0.1 - 0.15 exponent coefficient, and about 3 emissive multiplier of the material. Result - like there's another source of light, not just the specular one.
And I made another version of bufferfly, with the new material. It look just differently colored on image, but in animation it look much better, recoloring through multiple colors with every move.
...And created another model, a mechanical bufferfly. It changes colors dependently on the angle of view. While experimenting, found out, that it's possible to create a holographic effect with multiangle dynamical rainbowish tinting.
The problem is that the spawnable particle ignores its speed value, like speed = 0. Haven't you had this issue? I had to use gravity to move the collision-spawned flame up.
I'm back from vacations, and resume retexturing wow models to sc2 textures. I can't stop making allusions to other games, and one of my units will be a conjurer from the first warcraft, and this creature will be the scorpion he summons:
Yes, I do accept requests. But I'm still on vacation, far away from mapping and modelling, so can't create something specially for you. But I have created a flag for a guy earlier. It's team colored, has a player's decal on, looking medievalish and animated like it's windy.
1. They are a sign of upgraded unit. They also are unsmoothed to look more crystallic, which anyone doubtly notice.
2. It's the way the wow model is made. You can see a beard, which may indicate a face. I wanted to have something like wc1 conjurer. And this was the closest one. And if you remember, he had a hat. Texture is gay, I agree, but the unit look ok in game.
And another model (based on Almaity's art) I've created some time ago for Almaity and Zelda's Starmon map. It's an experimental model, I've tried to imitate hair and dress with ribbons, and it worked.
That immortal looks like he is trying to overcompensate for something.
Yea, for the same as this guy:
The conception of evil in mass culture is strongly based on overcompensating. Why evilmen want to conqure/destroy the wold with their phallic missiles or balls bombs? The idea of making creeps (the bad guys) to look visually overcompensating was suggesting itself.
@phanalax128: Go
Mind to verbalize your feelings? Maybe you just afraid that one day this tank will come punch you? Or maybe it's another penis allusions?
How about this guy? (I really needed melee mech units)
@JacktheArcher: Go
For metals, there is another approach. Like I used in this melee tank unit. As emissive map in add mode Inverted specular map used with inverted fresnel with 0.1 - 0.15 exponent coefficient, and about 3 emissive multiplier of the material. Result - like there's another source of light, not just the specular one.
And I made another version of bufferfly, with the new material. It look just differently colored on image, but in animation it look much better, recoloring through multiple colors with every move.
@Delphinium1987: Go
Yea, Environmental map in earlier version used to crash if you forget to pick cubic uv coords ;/
But my idea wasn't based on environment map, it's just a combination of standart + inverted fresnel materials within a composite material.
I used creep normal and applied it to a sphere, and to a asteroid shaped object:
@Delphinium1987: Go
Thanks, I'll try.
...And created another model, a mechanical bufferfly. It changes colors dependently on the angle of view. While experimenting, found out, that it's possible to create a holographic effect with multiangle dynamical rainbowish tinting.
@Delphinium1987: Go
The problem is that the spawnable particle ignores its speed value, like speed = 0. Haven't you had this issue? I had to use gravity to move the collision-spawned flame up.
And firestorm spell for the same unit. Making it in data would take more time than in art tools.
I'm back from vacations, and resume retexturing wow models to sc2 textures. I can't stop making allusions to other games, and one of my units will be a conjurer from the first warcraft, and this creature will be the scorpion he summons:
@fate1990: Go
Yes, I do accept requests. But I'm still on vacation, far away from mapping and modelling, so can't create something specially for you. But I have created a flag for a guy earlier. It's team colored, has a player's decal on, looking medievalish and animated like it's windy.
http://i.snag.gy/36mmc.jpg
There are two variations, but I don't remeber, what is the difference between them.
var1
var2
And textures for this model is here (put 'em as usual, to assets/textures)
@Eimtr: Go
1. They are a sign of upgraded unit. They also are unsmoothed to look more crystallic, which anyone doubtly notice.
2. It's the way the wow model is made. You can see a beard, which may indicate a face. I wanted to have something like wc1 conjurer. And this was the closest one. And if you remember, he had a hat. Texture is gay, I agree, but the unit look ok in game.
A Snow Queen. Does it look cool?
And also a conjurer guy.
Almaity planned to edit the textures, so maybe it's done.
Albino roach:
Another couple of retextured wow models:
Angel's kicking asses:
And another model (based on Almaity's art) I've created some time ago for Almaity and Zelda's Starmon map. It's an experimental model, I've tried to imitate hair and dress with ribbons, and it worked.
Alright.
Yea, for the same as this guy:
The conception of evil in mass culture is strongly based on overcompensating. Why evilmen want to conqure/destroy the wold with their phallic missiles or
ballsbombs? The idea of making creeps (the bad guys) to look visually overcompensating was suggesting itself.@Miles07: Go
Mesh is a bit edited. And the material is edited too, so new textures that would be selected by id will look also different.
Ok, and another model. Not sure, how to name it, Sentrier or Carrientry.