Art Tools particle system and Unity particle system are pretty similar, so I'll post VFX I made in Unity. Total 114 of many kinds.
SC2 is full of cool looking effects created by blizzard, but if by chance someone wants something special for their map, some custom VFX (impact, launch, spells, buffs, beams, explosions - any kinds of effects) - PM me. Not free, but not bad either.
It didn't work good enough for the immortal, because he doesn't have much non-glossy parts. So, I didn't even draw a gloss map, just used R channel of diffuse map, so his black parts and the ones where team color is exposed, look like plastic, while other parts are kinda glossy polished metal.
Also, note, that most of the effect comes from the environment map.
How to achieve the effect correctly? I've done it the lazy way, but how to do it right?
1. Draw a gloss map. Actually, texturing programs generate it, but you can also draw it. White parts will be the more glossy parts, gray ones - the less.
2. Use Inverted gloss map as a mask for diffuse map. You can multiply something like 70% of inverted gloss map from the diffuse. Or configure the combined material with 1st layer black opaque, second blend diffuse with the mask I mentioned.
Why to darken diffuse map? For physical realism. It's the energy conservation concept. And gloss map is a constraint, that affects specularity and diffuse simultaneously to not leave the area of realistic look.
3. Use straight gloss map as a mask for spec map. Again, in PS or as a material layer.
4. Use any anvironment map with fresnel -> standard, with power about 0.2, and min about 0.4. And use the gloss map as environment mask.
Not sure if the texture refereces in the max file will be fine. Maybe just check "mopac paths", it should find those in sc2.
Also, the model is kinda "steel" or "chrome" in max file. To move bacl to the colorful one, change G to RGB in diffuse, specular and environment maps, and also set TC for emission and change 0 -> 1.0 emissive miltiplier.
And finally, pay attention to maps' RGB multiply and RGB add parameters. I changed them a bit, but if you will go the correct way, and do a proper gloss map, you won't have to touch those parameters.
I didn't use it for anything, just read an article about so called "physics based shaders", where gloss maps were explained, and I remembered, that sc2 shader has one, so I tested and found, that it works.
They could be used for some cinematics models. Maybe for fantasy creatures, who usually have low-glossy clothes with high-glossy metallic parts on them, and also medium-glossy skin. Using bare specular map is enough for rts models.
I tired to make a realistically metallic zealot with his face and hands still look non-metallic (also used environment map with a mask, to increase the effect).
It's "look at" behavior, and could be a nice feature for 3d turret, bit it possibly the most bugged thing in the whole sc2, I fucked with it all day to make it work.
If you mean those rainbow flares on shell faces, it's environment map's effect, it "slides" along the surface while view angle changes, and supposed to fake that model reflects surrounding stuff. I just used rainbow texture.
Yea, there are some, but their shaders aren't even transparent. Just creatures with black-purple diffuse color scheme. I have a whole WoW of creatures like that. My purpose was to make models have transparency and refraction, but still look like tangible volumous units, not just like ghosts. Also, their abils and existance rather tend to abstract geometry rather than creaturistic.
So, a unit that emits rays looks like a lighthouse, and a unit that focuses the light to deal higher damage looks like a magnifying glass. Decorated with shitty gems.
Some - abstract tower-looking shapes, a bit like chess pieces.
Some - glassified humanoid creatures from other games.
I wouldn't mess with glass that much, it's hard to make it look good. But it's logically following from map's design (there are 7 kinds of resources, and each race correspond to one of them, and the "crystals" is the last one to create a race for). You can see, that the only good looking creature so far is that dude from Storm brought by TaylorMouse. I used that model cause Delphinium made a stone-based death anim, where the guy falling into pieces, and it fit the glass design pretty precisely. But also, good mesh quality and well made normal map made the glass thing work.
I'm making a crystals based race. And one of units will have an ability to disseminate a ray of white light on a spectrum of rainbow (like on that Pink Floyd album), to spread a one target high damage to multiple targets. So, made this prism model.
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Art Tools particle system and Unity particle system are pretty similar, so I'll post VFX I made in Unity. Total 114 of many kinds.
SC2 is full of cool looking effects created by blizzard, but if by chance someone wants something special for their map, some custom VFX (impact, launch, spells, buffs, beams, explosions - any kinds of effects) - PM me. Not free, but not bad either.
@Kailniris2: Go
It didn't work good enough for the immortal, because he doesn't have much non-glossy parts. So, I didn't even draw a gloss map, just used R channel of diffuse map, so his black parts and the ones where team color is exposed, look like plastic, while other parts are kinda glossy polished metal.
Also, note, that most of the effect comes from the environment map.
How to achieve the effect correctly? I've done it the lazy way, but how to do it right?
1. Draw a gloss map. Actually, texturing programs generate it, but you can also draw it. White parts will be the more glossy parts, gray ones - the less.
2. Use Inverted gloss map as a mask for diffuse map. You can multiply something like 70% of inverted gloss map from the diffuse. Or configure the combined material with 1st layer black opaque, second blend diffuse with the mask I mentioned.
Why to darken diffuse map? For physical realism. It's the energy conservation concept. And gloss map is a constraint, that affects specularity and diffuse simultaneously to not leave the area of realistic look.
3. Use straight gloss map as a mask for spec map. Again, in PS or as a material layer.
4. Use any anvironment map with fresnel -> standard, with power about 0.2, and min about 0.4. And use the gloss map as environment mask.
Not sure if the texture refereces in the max file will be fine. Maybe just check "mopac paths", it should find those in sc2.
Also, the model is kinda "steel" or "chrome" in max file. To move bacl to the colorful one, change G to RGB in diffuse, specular and environment maps, and also set TC for emission and change 0 -> 1.0 emissive miltiplier.
And finally, pay attention to maps' RGB multiply and RGB add parameters. I changed them a bit, but if you will go the correct way, and do a proper gloss map, you won't have to touch those parameters.
@Kailniris2: Go
Oh, I didn't even save it. But ok, i'll do the same to the immortal and share the max file.
@AlexO6: Go
May look cool with some zoom in, but I'm lazy to do it.
@JacktheArcher: Go
I didn't use it for anything, just read an article about so called "physics based shaders", where gloss maps were explained, and I remembered, that sc2 shader has one, so I tested and found, that it works.
They could be used for some cinematics models. Maybe for fantasy creatures, who usually have low-glossy clothes with high-glossy metallic parts on them, and also medium-glossy skin. Using bare specular map is enough for rts models.
I tired to make a realistically metallic zealot with his face and hands still look non-metallic (also used environment map with a mask, to increase the effect).
Recently realized, how the Gloss map works for sc2 shader. It distinguishes between glossy (like metal) or dull (like wood) surfaces.
@Veratai: Go
It's "look at" behavior, and could be a nice feature for 3d turret, bit it possibly the most bugged thing in the whole sc2, I fucked with it all day to make it work.
@Veratai: Go
If you mean those rainbow flares on shell faces, it's environment map's effect, it "slides" along the surface while view angle changes, and supposed to fake that model reflects surrounding stuff. I just used rainbow texture.
@abvdzh: Go
You right, need more blood.
@JacktheArcher: Go
Yea, that guy.
paladin's death animation
explosion of a dark magic reservoir
Some ship/saucer models I created for my unity space shmup game this summer.
@DrSuperEvil: Go
Yea, there are some, but their shaders aren't even transparent. Just creatures with black-purple diffuse color scheme. I have a whole WoW of creatures like that. My purpose was to make models have transparency and refraction, but still look like tangible volumous units, not just like ghosts. Also, their abils and existance rather tend to abstract geometry rather than creaturistic.
So, a unit that emits rays looks like a lighthouse, and a unit that focuses the light to deal higher damage looks like a magnifying glass. Decorated with shitty gems.
How's your Ph.D?
@JacktheArcher: Go
Some - abstract geometrical shapes.
Some - abstract tower-looking shapes, a bit like chess pieces.
Some - glassified humanoid creatures from other games.
I wouldn't mess with glass that much, it's hard to make it look good. But it's logically following from map's design (there are 7 kinds of resources, and each race correspond to one of them, and the "crystals" is the last one to create a race for). You can see, that the only good looking creature so far is that dude from Storm brought by TaylorMouse. I used that model cause Delphinium made a stone-based death anim, where the guy falling into pieces, and it fit the glass design pretty precisely. But also, good mesh quality and well made normal map made the glass thing work.
I'm making a crystals based race. And one of units will have an ability to disseminate a ray of white light on a spectrum of rainbow (like on that Pink Floyd album), to spread a one target high damage to multiple targets. So, made this prism model.