Just started modelling cuotle, that fighter is the first one. I'll post screens here, so you will see when Czin is done. But heroes will come after units, because still I'm not sure what is the best way to texture Cuotl race, so want to experiment on units first, to start making heroes with all the experience, to make 'em as good as possible.
Yea, red lines will glow, in case new m3 exporter features work like I think they work (didn't try 'em yet). Otherwise I'd have to add an additional emissive map, which isn't desirable.
And yes, I'll fix the older models, since they don't even have normal maps.
Moon gorilla isn't actually a cuotl unit, rather an unique neutral, but I probably could create it, why not.
I nearly resumed my work on Rise of Legends mod, and next thing to do is to implement the Cuotle race. I've a bit improved modelling skills, so modells will be better.
Had to grab some models from wow for creeps, and it become an interesting task - to add normal and specular maps to the models to make 'em look sc2-ish. So, there is an example.
Yea, I also agree, glass look better with some noise in normal map and some semitransparent details at diffuse layer. For example, I like how pylon looked being glassifized.
upd: and there is how that glass tower look with modified normal map
Yes, and the question is: will hidden particles consume perfomance? I think they will, even if they won't be calculated graphically (which isn't for sure), they will still be calculated spatially. All kerrigan emitters produce alot of particles, about 50-250 alive each moment. They are pretty light in calculations, but still need processor time. So, it look reasonable to give up about 0.5 - 1 mb of filesize in sake of perfomance.
I've played with smoother normal maps and different refraction indexes, but still not so exciting. Could look a bit better if I'd use a 3rd copy of the mesh to create an unblurred specularity of the glass, but still don't think it would look any pretty.
I wish we could use that mirrorry material Tosh'es armor made of in campaign cinematics.
Thanx for advices and notes, but first, I was already told alot about normal maps by Triceron, and for now I use NVidia tools to generate the texture-related normal maps. And second, this model will look much brighter with sc2 light. I posted 3d max renders to have some remarks before I generate normal maps and export the model to sc2.
yeah, I thought about but had to to watch polygon count, so there is nothing left to pull to locally expand the stem... but I made leaves' stems a bit wider where they originate from the main stem, so it look a bit more realistic now
btw, its impact effect will also look like a flower, but will be made of flame and explosion effects :)
Just started modelling cuotle, that fighter is the first one. I'll post screens here, so you will see when Czin is done. But heroes will come after units, because still I'm not sure what is the best way to texture Cuotl race, so want to experiment on units first, to start making heroes with all the experience, to make 'em as good as possible.
@DrSuperEvil: Go
Yea, red lines will glow, in case new m3 exporter features work like I think they work (didn't try 'em yet). Otherwise I'd have to add an additional emissive map, which isn't desirable.
And yes, I'll fix the older models, since they don't even have normal maps.
Moon gorilla isn't actually a cuotl unit, rather an unique neutral, but I probably could create it, why not.
I nearly resumed my work on Rise of Legends mod, and next thing to do is to implement the Cuotle race. I've a bit improved modelling skills, so modells will be better.
There is cuotle fighter (light air unit):
Had to grab some models from wow for creeps, and it become an interesting task - to add normal and specular maps to the models to make 'em look sc2-ish. So, there is an example.
Not seen well on an image, but it blossoms from bud to a mature flower:
Yea, I also agree, glass look better with some noise in normal map and some semitransparent details at diffuse layer. For example, I like how pylon looked being glassifized.
upd: and there is how that glass tower look with modified normal map
also, turned ling into glass
@DrSuperEvil: Go
Yes, and the question is: will hidden particles consume perfomance? I think they will, even if they won't be calculated graphically (which isn't for sure), they will still be calculated spatially. All kerrigan emitters produce alot of particles, about 50-250 alive each moment. They are pretty light in calculations, but still need processor time. So, it look reasonable to give up about 0.5 - 1 mb of filesize in sake of perfomance.
And another model I had to create:
Tainted asked me to remove Kerrigan's particle emitters, so I increased her boobs and stuff. So, she look like a victim of plastic surgery.
@ZombieZasz: Go
I've played with smoother normal maps and different refraction indexes, but still not so exciting. Could look a bit better if I'd use a 3rd copy of the mesh to create an unblurred specularity of the glass, but still don't think it would look any pretty.
I wish we could use that mirrorry material Tosh'es armor made of in campaign cinematics.
There is how it look in the editor. Unfortunately, the glass one doesn't look as spectacular as I expected. So, probably, I'll use the opaque one.
@ZombieZasz: Go
Thanx for advices and notes, but first, I was already told alot about normal maps by Triceron, and for now I use NVidia tools to generate the texture-related normal maps. And second, this model will look much brighter with sc2 light. I posted 3d max renders to have some remarks before I generate normal maps and export the model to sc2.
@DrSuperEvil: Go
Yeah, fixed some stuff, except the foyer. The original building includes more parts, I just decided to ignore them.
@madlibrarian: Go
Well, it look good textured, but I like so much the idea to make it glassy and give it an ability to throw rocks :)
Maybe I'll make it textured and glassy simultaneously, will look like a building made of colorfur glass.
Probably the last remaining model - the main mase. Remade moscow university building. But can't decide, should I make it glassy or texture it.
@DrSuperEvil: Go
yeah, I thought about but had to to watch polygon count, so there is nothing left to pull to locally expand the stem... but I made leaves' stems a bit wider where they originate from the main stem, so it look a bit more realistic now
btw, its impact effect will also look like a flower, but will be made of flame and explosion effects :)
And the Flower Power Tower