Took a slight break from Star Tools testing to get some new stuff done. I'm pretty happy with the way the skull turned out, it was a lot of fun to sculpt.
A lot of setup, a lot of testing, but it's fairly straight forward.
I cut up my footman model into chunks and imported it into the Marine Death example model file. I linked the chunks to the Marine's, hid the Marine model and applied physics bodies to each piece.
I've been contemplating expanding the Scourge as its own faction, in a darker post-Warcraft 2 alternate universe. I might not add the Dreadlords because they're demonic in nature, and I'm planning on making this new Scourge more classic Undead. Dreadlords would be replaced with Blood Princes, a San'layn/Darkfallen hero. They would fill the vampire archetypes and be a mix of Dread Lord and Blood Mage.
Here's the update on the Skeleton Archer. This is the 'elite' version, with clothing. It's based off of this concept piece by Samwise. This is still a work in progress.
I've been busy with RL work for the past few months, but things are starting to wind down so I'm picking back up on model production.
Next unit I'm working on are Skeleton Archers. I'll be making two variations, one that uses the basic Skeleton Archer model, and one based on unused concept art by Samwise.
I've really been ramping up this past week, here's another couple of my latest models. No normal maps or animations yet, and the team color isn't ready either.
Thanks for likes! I'm considering releasing these models in a mod and have it available to use (eventually). What I hope is to allow access to everything available within my mod, but also prevent modification or redistribution. The biggest issue right now is mod security, and I'm hoping that Blizzard can do something about locking or encrypting mods. Even if it's not 100% fool proof, any type of security is still better than the open-door system that's in place right now.
Just finished up a new model, the Mage from Warcraft 2. I'll be adding some polish to the textures sometime in the future, but for now this guy is pretty much ready and working.
It's an elite Horde unit, the Blackrock Champion. Think of them as Doomhammer's elite fighters, a counterpart for the Knights of the Silver Hand. The design is loosely based on the Horde PVP set from Vanilla. I've recently went back and touched up the model, along with the archer to bring the designs a little bit closer to the style in Blizzard Allstars.
Got a lot done in the past few months, but still have a ton left. Here's a couple editor screenies of the units in game so far. I went back and remodelled a few older units I worked on.
Modelling and modding for me is first and foremost a hobby. My motivation for recreating Warcraft models is because I'm a huge fan of the series, and I personally want to see these classic units made and looking like the concepts they were based on. Blizzard is doing exactly what I want to see with Blizzard Allstars.
When it comes to releasing models, it's a very fickle subject because Blizzard is so quiet about their plans. There simply isn't enough information to make any decisions. What if they improve map security and locking? What if they add a premium account system? What if they deal with microtransactions? No one knows what will happen. That's why I'm hesitant to simply release models out into the public if there is still potential there to use them as premium content. Keep in mind, I'm not talking about Warcraft models, but models in general.
As for the Warcraft models, I have plans on making a map, hopefully sometime once HOTS is released. A lot of my decisions to release models will directly be affected on what I plan to do with this map. Much of its promotion is centered around custom models. Even if the models are released publicly, people can still buy the map to support the creator. Of course, all of this rides on what Blizzard intends to do with the Marketplace.
Yeah, the pin light is actually pretty awesome. I used ambient occlusion for most of my models, but the Rifleman was the first one I tested with a pin light setup and it worked out pretty nicely for the diffuse map. I find you have to play around with the saturation a bit, it tends to wash out some of the colors.
I haven't released any of them publicly other than the Footman.
I'm hoping for the Map Marketplace to sell models (and model packs) as mods. It's difficult to release models, because as it stands, every model in an SC2 map is open source. Anyone can go into a map or mod and extract them for their own use. I am not against public use, but I have no control over when, where and how they will be used and whether or not I am even credited. Even now, there are maps out there using leaked models I created and not officially released. There isn't any system in place that limits or controls this. I'm hoping that Blizzard will address this when the Marketplace hits.
I use a wide variety of tools and techniques to make 3D models. I have a whole process that I go through, drawing up concepts, high res modelling, baking textures and more. If you're serious about 3D modelling, I suggest checking out sites like polycount and conceptart.org for tips and techniques, they're really good resources for games.
They're about Marauder size, which I think is fitting. None of the details really hold up at that level, but you can still make out what they are. The bottom pic is when you scrollwheel zoom in. They look fine once you see em running around in action though.
I made these guys higher res so they can be used in third person style maps as well.
Took a slight break from Star Tools testing to get some new stuff done. I'm pretty happy with the way the skull turned out, it was a lot of fun to sculpt.
i haven't tested Ragdolls yet, but I'd love to see how that's done!
In the meantime, I've been playing around a bit with learning particles. Here's my first attempt using radial smoke particles
A lot of setup, a lot of testing, but it's fairly straight forward.
I cut up my footman model into chunks and imported it into the Marine Death example model file. I linked the chunks to the Marine's, hid the Marine model and applied physics bodies to each piece.
Post 100!
I've been playing around with Startools. Here's a test with physics!
There are going to be ogre mercs in Blizzard All Stars, I'm planning on using those or removing the space-bits if they don't have classic versions.
I've been contemplating expanding the Scourge as its own faction, in a darker post-Warcraft 2 alternate universe. I might not add the Dreadlords because they're demonic in nature, and I'm planning on making this new Scourge more classic Undead. Dreadlords would be replaced with Blood Princes, a San'layn/Darkfallen hero. They would fill the vampire archetypes and be a mix of Dread Lord and Blood Mage.
Here's the update on the Skeleton Archer. This is the 'elite' version, with clothing. It's based off of this concept piece by Samwise. This is still a work in progress.
I've been busy with RL work for the past few months, but things are starting to wind down so I'm picking back up on model production.
Next unit I'm working on are Skeleton Archers. I'll be making two variations, one that uses the basic Skeleton Archer model, and one based on unused concept art by Samwise.
I've really been ramping up this past week, here's another couple of my latest models. No normal maps or animations yet, and the team color isn't ready either.
Thanks for likes! I'm considering releasing these models in a mod and have it available to use (eventually). What I hope is to allow access to everything available within my mod, but also prevent modification or redistribution. The biggest issue right now is mod security, and I'm hoping that Blizzard can do something about locking or encrypting mods. Even if it's not 100% fool proof, any type of security is still better than the open-door system that's in place right now.
Just finished up a new model, the Mage from Warcraft 2. I'll be adding some polish to the textures sometime in the future, but for now this guy is pretty much ready and working.
It's an elite Horde unit, the Blackrock Champion. Think of them as Doomhammer's elite fighters, a counterpart for the Knights of the Silver Hand. The design is loosely based on the Horde PVP set from Vanilla. I've recently went back and touched up the model, along with the archer to bring the designs a little bit closer to the style in Blizzard Allstars.
The black areas are for team color
Got a lot done in the past few months, but still have a ton left. Here's a couple editor screenies of the units in game so far. I went back and remodelled a few older units I worked on.
@Taintedwisp: Go
Modelling and modding for me is first and foremost a hobby. My motivation for recreating Warcraft models is because I'm a huge fan of the series, and I personally want to see these classic units made and looking like the concepts they were based on. Blizzard is doing exactly what I want to see with Blizzard Allstars.
When it comes to releasing models, it's a very fickle subject because Blizzard is so quiet about their plans. There simply isn't enough information to make any decisions. What if they improve map security and locking? What if they add a premium account system? What if they deal with microtransactions? No one knows what will happen. That's why I'm hesitant to simply release models out into the public if there is still potential there to use them as premium content. Keep in mind, I'm not talking about Warcraft models, but models in general.
As for the Warcraft models, I have plans on making a map, hopefully sometime once HOTS is released. A lot of my decisions to release models will directly be affected on what I plan to do with this map. Much of its promotion is centered around custom models. Even if the models are released publicly, people can still buy the map to support the creator. Of course, all of this rides on what Blizzard intends to do with the Marketplace.
Yeah, the pin light is actually pretty awesome. I used ambient occlusion for most of my models, but the Rifleman was the first one I tested with a pin light setup and it worked out pretty nicely for the diffuse map. I find you have to play around with the saturation a bit, it tends to wash out some of the colors.
@SoulFilcher: Go
Oh they will be team colored :D. I usually try to keep close to the concept colors and convert to TC at the end
@Taintedwisp: Go
I haven't released any of them publicly other than the Footman.
I'm hoping for the Map Marketplace to sell models (and model packs) as mods. It's difficult to release models, because as it stands, every model in an SC2 map is open source. Anyone can go into a map or mod and extract them for their own use. I am not against public use, but I have no control over when, where and how they will be used and whether or not I am even credited. Even now, there are maps out there using leaked models I created and not officially released. There isn't any system in place that limits or controls this. I'm hoping that Blizzard will address this when the Marketplace hits.
@zaysite: Go
I use a wide variety of tools and techniques to make 3D models. I have a whole process that I go through, drawing up concepts, high res modelling, baking textures and more. If you're serious about 3D modelling, I suggest checking out sites like polycount and conceptart.org for tips and techniques, they're really good resources for games.
Also http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf
Even though they're for DOTA 2, these are really insightful for making high quality stylized characters
They're about Marauder size, which I think is fitting. None of the details really hold up at that level, but you can still make out what they are. The bottom pic is when you scrollwheel zoom in. They look fine once you see em running around in action though.
I made these guys higher res so they can be used in third person style maps as well.