attaching things in game is a waste of mapping, I do for 5 minutes in max things I'd spend hours for in editor, creating huge loads of actors, adjasting scales, rotations and offsets, fixing selection issues adn other unexcected things
Thanks for the feedback. Fixed the fence with wood texture. Also, made the sheeps more obviously look like a meat source, not just dead corpses. It's supposed to be a meat farm.
Those mounds using terrain texture and will be brown if terrain is browm under it. And they dont have a place to put a normal map.
The building will be small enough to make wood texture on the hedge look just the same as it is now. Same with the bumps. But actulaly it mey be easy to add more details, I'll try.
Yea, I thought about dune 2 const. yard while making this one, but it's not for dune 2 remake, it's for my new map, but later it can be used for dune 2 remake if I decide to create one.
I've experimented a little and didn't find a good way of controlling the interaction between water particles and physics object to make water look more realistic (slide and fall instead of either being stopped or jump like a ball). So, multitier fountain probably won't look too nice with the actual version of art tools.
But made a stone version. Stone texture kinda suck though, I wish there be a bright marble.
And also I've created a couple of variations of a resource I plan to use in my map. It's actually a matter from another dimention. It's trying to spread itsels into our dimention, but it's not going too well, it misses some spatial dimentions it used to exist within. So it's creating an awkward shape. Players will need this resource to create mighty units.
It's actually nothing but a material. I like to create stuff without tesxtures. Still can't get used to the reach possibilities Art Tools brought to us.
Decided to try, for diversity, to create models by modifying and combining imported sc2 models. Which saves 95% of time, and also saves map size, because sc2 textures are used. ALso, makes models look cool, because textures aren't suck as if I'd create them.
So, there are a const. yard and a mine for my new map:
They use fresnel mask for emission, and I have it too, also have environment map with fresnel, and specularity, so it look rather realistic when we rotate it. If I make fresnel angle harder, the window will look just dark in game, since the window is almost parallel to the ground and, thus, perpendicular to player's sight (which makes fresnel mask hide the lights). Maybe I need to record a vid to show how it look in real time.
Recently realized that I need units. Decided to dress wow models into sc2 clothes to save map size. Sci-fi elf:
@Eimtr: Go
attaching things in game is a waste of mapping, I do for 5 minutes in max things I'd spend hours for in editor, creating huge loads of actors, adjasting scales, rotations and offsets, fixing selection issues adn other unexcected things
@DrSuperEvil: Go, @TwoDie: Go
Thanks for the feedback. Fixed the fence with wood texture. Also, made the sheeps more obviously look like a meat source, not just dead corpses. It's supposed to be a meat farm.
Those mounds using terrain texture and will be brown if terrain is browm under it. And they dont have a place to put a normal map.
@Alnatair: Go
Thanks! There are a nice working m3 tools for blender, check this thread.
@JacktheArcher: Go
Yea, it will be a building to be built near a source of sheep to generate food.
@TwoDie: Go
The building will be small enough to make wood texture on the hedge look just the same as it is now. Same with the bumps. But actulaly it mey be easy to add more details, I'll try.
another model is a farm
Thanks, guys.
@Eimtr: Go
Yea, I thought about dune 2 const. yard while making this one, but it's not for dune 2 remake, it's for my new map, but later it can be used for dune 2 remake if I decide to create one.
@DrSuperEvil: Go
I've experimented a little and didn't find a good way of controlling the interaction between water particles and physics object to make water look more realistic (slide and fall instead of either being stopped or jump like a ball). So, multitier fountain probably won't look too nice with the actual version of art tools.
But made a stone version. Stone texture kinda suck though, I wish there be a bright marble.
File will be available within the asset.
@JacktheArcher: Go
ok, take this
there are 2 animations, for alot of water, spilling to the ground, and for a small amount of water, just flashing a bit
to control the amount of water you can modify animation speed.
Doesn't need textures, uses wol ones.
And mana fountain
And also I've created a couple of variations of a resource I plan to use in my map. It's actually a matter from another dimention. It's trying to spread itsels into our dimention, but it's not going too well, it misses some spatial dimentions it used to exist within. So it's creating an awkward shape. Players will need this resource to create mighty units.
It's actually nothing but a material. I like to create stuff without tesxtures. Still can't get used to the reach possibilities Art Tools brought to us.
Decided to try, for diversity, to create models by modifying and combining imported sc2 models. Which saves 95% of time, and also saves map size, because sc2 textures are used. ALso, makes models look cool, because textures aren't suck as if I'd create them.
So, there are a const. yard and a mine for my new map:
oh, thank you :)
and there's a vid to show how the cockpit renders
They use fresnel mask for emission, and I have it too, also have environment map with fresnel, and specularity, so it look rather realistic when we rotate it. If I make fresnel angle harder, the window will look just dark in game, since the window is almost parallel to the ground and, thus, perpendicular to player's sight (which makes fresnel mask hide the lights). Maybe I need to record a vid to show how it look in real time.
Just for fun created a flying unit model
@DrSuperEvil: Go
Experimented a bit, failed. But still I believe it might be possible. Just need blizz to release the complete tutorial.