Yeah those videos are very helpful. However they don't really go into why the importer isn't applying the textures itself. I was under the impression that the importer would apply SC2 materials automatically like the 2010 one made by Nintoxicated.
It also doesn't really explain why particles aren't showing up on import.
I did Tassadar using the most recent of Nintoxicated/Leruster's importer before you made yours I believe. As long as only the import mesh and vertex normals options are checked some of the models can be loaded up. There are no animations I just rigged him to the preserver. As far as the textures go I just used the preserver material and switched it to Tassadar's textures and applied it to the mesh.
Honestly I don't think you're going to find people to release Heroes assets here. Messing around with that stuff personally is one thing but using the assets in a game is ban territory. Just wait until blizzard actually releases the full game and you'll be fine.
As someone who never experienced D3 before the updates and expansion I think it's an amazing game I'm having so much fun. Ending to RoS was kind of a let down though.
I would also recommend doing a slight blur effect to the normals on the head. Just barely though. I also recommend making the fingernails and toe nails a different color either black/gray or bone colored like Zeratul. Are you going to add the nerve cords?
I would blend the normal texture parts on the leg and lower calf area to make them look more like muscle and add some lighter texture to the muscle between the shoulder and neck as well as the very top of the back muscles. I would also increase the shoulder size and decrease the forearm size a bit. Looks amazing so far man.
OK that's what I use too. Basically before you use the normal map filter tool if you go to the "filter" tab and down to "stylize" and hit "diffuse" it'll smoothen out the texture you have so when you apply the normal filter it'll look a bit cleaner. You can see the differences below in the pictures.
If I can make a suggestion when creating the normal maps for WoW models try filter/stylize/diffuse one or two times before using the normal maps tool. This will get rid of some of the rigidness on the normals. It doesn't always look good on some models and I'm sure that's not the best way to make normals but it's pretty fast. :)
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@TaylorMouse: Go
Oh OK thanks for the clarification man.
@TaylorMouse: Go
Yeah those videos are very helpful. However they don't really go into why the importer isn't applying the textures itself. I was under the impression that the importer would apply SC2 materials automatically like the 2010 one made by Nintoxicated.
It also doesn't really explain why particles aren't showing up on import.
Hey man I'm still pretty new to using the tools and Blizzard's art tools and I have some issues I could use help on.
Particles aren't importing from SC2 models.
Normal maps and some others tend to be missing from the material on import.
After importing and directly previewing nothing shows up in the SC2 preview window.
@TaylorMouse: Go
I did Tassadar using the most recent of Nintoxicated/Leruster's importer before you made yours I believe. As long as only the import mesh and vertex normals options are checked some of the models can be loaded up. There are no animations I just rigged him to the preserver. As far as the textures go I just used the preserver material and switched it to Tassadar's textures and applied it to the mesh.
By the way those models look spectacular!
@Stormahawk: Go
I can imagine just taking a WoW or WC3 ship and attaching it to a carrier or a flying ship would give it a decent animation with the floating and all.
I have an admittedly sketchy tutorial on the basics of kitbashing if you want to give it a shot. http://www.sc2mapster.com/forums/resources/tutorials/57791-tutorial-sc2-kitbashing-in-3dsmax/
@TaylorMouse: Go
Yeah it's tough finding the ones you want it took me a couple of hours to find Tassadar's textures, not to mention finding the mesh.
@Stormahawk: Go
Honestly I don't think you're going to find people to release Heroes assets here. Messing around with that stuff personally is one thing but using the assets in a game is ban territory. Just wait until blizzard actually releases the full game and you'll be fine.
@TaylorMouse: Go
Lvl 38 Angelic Crusader!!!
As someone who never experienced D3 before the updates and expansion I think it's an amazing game I'm having so much fun. Ending to RoS was kind of a let down though.
@TaylorMouse: Go
I really like the improvements man.
I would also recommend doing a slight blur effect to the normals on the head. Just barely though. I also recommend making the fingernails and toe nails a different color either black/gray or bone colored like Zeratul. Are you going to add the nerve cords?
@TaylorMouse: Go
I would blend the normal texture parts on the leg and lower calf area to make them look more like muscle and add some lighter texture to the muscle between the shoulder and neck as well as the very top of the back muscles. I would also increase the shoulder size and decrease the forearm size a bit. Looks amazing so far man.
@TaylorMouse: Go
I'm glad it helped. :D
I love it man it looks a lot better!
OK that's what I use too. Basically before you use the normal map filter tool if you go to the "filter" tab and down to "stylize" and hit "diffuse" it'll smoothen out the texture you have so when you apply the normal filter it'll look a bit cleaner. You can see the differences below in the pictures.
@TaylorMouse: Go
Do you use photoshop for the textures or another program?
If I can make a suggestion when creating the normal maps for WoW models try filter/stylize/diffuse one or two times before using the normal maps tool. This will get rid of some of the rigidness on the normals. It doesn't always look good on some models and I'm sure that's not the best way to make normals but it's pretty fast. :)