I am trying to find a good way of making tileable cliff sculpts. I guess I found one quite simple way of doing it. Here is the result. I can explain it if someone is interested. The problem for me here was to make short plane tile with itself and with wider plane
Zolden@ yep it works. Actually when I said its not working I read about it on the forums. Should have tested it myself before saying=)
TaylorMouse@ heh nothing special here. I just make base mesh in max which is pretty simple as you may notice and then I paint in 3d coat with transperancy enabled. Paint base shape, highlights and colour variation. Then adjust colours and contrast in ps and add small highlights in ps. I do then normlas from the paint by using Ndo2. Also I use a small plugin or script which remove normal seams from the places where branches are connected with the cones. Thats it .
by the way if you need to move in game mode in unity I found this cool tut with the script which let you fly =) Just dl the tutorial files and import the package and select the script
another tree pic with some camera effects applied. this is unity 5 gamemode
yeah looking nice. Maybe some of the specular highlights could be removed I mean those which show in cracks.
Anyway here is what I got from the basic shader
pretty much same result as in sc2 engine I think. Still need to tweak the spec a bit but I must confirm that the spec and transparency work as it was described. Pure black is transparent and everything else is a spec value. Also I am using tif format because tga alpha is not working for spec for some reason.
and sorry I forgot to give you tree normals, here they are
@Zolden looks like there are some errors with the smoothing groups or normal maps or maby the specular map is too sharp. there are no mirrored normals in this model and the helmet doesnt have smoothing groups in the middle.
Here is what I got from the sketchfab with standard shader and I would like to see something like this in unity.
yeah thats the thing. The PBR acts differently and I guess it wont be that easy to make same style as in sc2. And for the legacy shaders specularity TaylorMouse was right. It uses alpha for spec and it also uses it as alpha so pure black will be 0 transparency but for some reason I cant get that work. It still cutout even not 100% black
Zolden@ yeah tried that standard specular with cutout mode. Everything is working but the specular is looking not quite right. Could be great to see your setup if you can import lets say trees and so that they look close to what they look in sc2. I personally think that pbr shaders interact differently with the lightning which may look different and you will have to make some adjustments to the texture. Well I may be wrong since I dont have much experience with PBR.
thats actually intereting, so to get specularity I use alpha but what about transparency then? What if I need both spec and transparency for my object? Its also strange that you cant place a map into specular slot only colour.
IskatuMesk@ I have the latest free version I think and there are legacy shaders which you can use. I tested it myself.
I see, well I make ao map from highpoly model for the details and then I also bake lowpoly ao map from lowpoly model to capture overall shadows=) And for the second uv set its actually possible to just copy paste same uvs to the second uv channel but you will still have to make some changes to eliminate seams
by the way, here you can view the statue in 3d on sketchfab
ah you meant the unwrap of the separate ao map. Their uvs were done automatically to save time and there is no point of making good looking uvs for this map manually because you will never need to make any adjustments to it in ps. This ao could be baked by using main uvs but since the house has many variations I had to make separate ao for each house, otherwise there would be seams.However, if you really need to edit this map you could do so in 3d coat.
PS. the house is also using a lot of tileable textures. This is done so that you could build lots and lots of your own variations and for each new variation you will have to make new second uv set and bake the lowpoly ao. I also covered this part in my video tutorial
yeah thats true. No point of making same things twice. Do you mean the ao maps are useless or they are done poorly or do you mean that the unwrap is done not very accurate? I think ao gives a bit of extra soft shadow which makes the object look more interesting but of course its not obligatory to use.
Right! So here is the link to the max files with tga textures. Please feel free to use/mod them or study but just dont sell them in any way=)
For the highpoly its a bit tricky since the file size is huge and I need to prepare it first. I can probably upload one highpoly on weekend. Which one would you prefer me to upload ?
uh my bad. This one was a test object and I forgot to remove it. Just ignore it if you can. Regarding the file size I have no idea actually. I have been commiting everything through the art tools. I am not quite confident with the engine and so I might done something wrong but you could try to extract the files you like and use them in your own maps or mods. I can post max files of all the models as well.
Ok lol. I have just resaved the mod with a different name and it it now 17,039 KB
PS. I have just updated the above link with the new fixed low file size and the test object removed. Thanks Zolden for pointing it out!
The project is taking too long I guess and I have decided to upload all what I have done so far so you could start using it in your maps. Feel free to mod them in any way but just dont make profit of them. I will be adding more staff slowly and as soon as I get new asset done I ll update the mod.
Sorry but I am not planning on doing characters right now. I am working on environment atm. I still need to add a lot of staff. I was actually getting some crazy ideas about making elwynn forest stuff . Something like Northshire Abbey :) well this is just an idea . I guess I should make cliffs first
I was making just a statue and as far as I know there are now teamcolours for such doodads in warcraft but if you guys want it I can do it !
I am trying to find a good way of making tileable cliff sculpts. I guess I found one quite simple way of doing it. Here is the result. I can explain it if someone is interested. The problem for me here was to make short plane tile with itself and with wider plane
Zolden@ yep it works. Actually when I said its not working I read about it on the forums. Should have tested it myself before saying=)
TaylorMouse@ heh nothing special here. I just make base mesh in max which is pretty simple as you may notice and then I paint in 3d coat with transperancy enabled. Paint base shape, highlights and colour variation. Then adjust colours and contrast in ps and add small highlights in ps. I do then normlas from the paint by using Ndo2. Also I use a small plugin or script which remove normal seams from the places where branches are connected with the cones. Thats it .
by the way if you need to move in game mode in unity I found this cool tut with the script which let you fly =) Just dl the tutorial files and import the package and select the script
another tree pic with some camera effects applied. this is unity 5 gamemode
yeah looking nice. Maybe some of the specular highlights could be removed I mean those which show in cracks.
Anyway here is what I got from the basic shader
pretty much same result as in sc2 engine I think. Still need to tweak the spec a bit but I must confirm that the spec and transparency work as it was described. Pure black is transparent and everything else is a spec value. Also I am using tif format because tga alpha is not working for spec for some reason.
and sorry I forgot to give you tree normals, here they are
https://www.dropbox.com/s/cykii7rqilszf52/pinetree_normals2.tga?dl=0
@Zolden looks like there are some errors with the smoothing groups or normal maps or maby the specular map is too sharp. there are no mirrored normals in this model and the helmet doesnt have smoothing groups in the middle.
Here is what I got from the sketchfab with standard shader and I would like to see something like this in unity.
yeah thats the thing. The PBR acts differently and I guess it wont be that easy to make same style as in sc2. And for the legacy shaders specularity TaylorMouse was right. It uses alpha for spec and it also uses it as alpha so pure black will be 0 transparency but for some reason I cant get that work. It still cutout even not 100% black
max files> https://www.dropbox.com/s/l3u83fbaohbr3yj/wc4_max_files.rar?dl=0
Zolden@ yeah tried that standard specular with cutout mode. Everything is working but the specular is looking not quite right. Could be great to see your setup if you can import lets say trees and so that they look close to what they look in sc2. I personally think that pbr shaders interact differently with the lightning which may look different and you will have to make some adjustments to the texture. Well I may be wrong since I dont have much experience with PBR.
thats actually intereting, so to get specularity I use alpha but what about transparency then? What if I need both spec and transparency for my object? Its also strange that you cant place a map into specular slot only colour.
IskatuMesk@ I have the latest free version I think and there are legacy shaders which you can use. I tested it myself.
unity 5 has still legacy shaders so you can use them enstead of the new pbr ones.
I see, well I make ao map from highpoly model for the details and then I also bake lowpoly ao map from lowpoly model to capture overall shadows=) And for the second uv set its actually possible to just copy paste same uvs to the second uv channel but you will still have to make some changes to eliminate seams
by the way, here you can view the statue in 3d on sketchfab
https://sketchfab.com/models/7aec2e1611944d928a2ca5a2e0926e84
ah you meant the unwrap of the separate ao map. Their uvs were done automatically to save time and there is no point of making good looking uvs for this map manually because you will never need to make any adjustments to it in ps. This ao could be baked by using main uvs but since the house has many variations I had to make separate ao for each house, otherwise there would be seams.However, if you really need to edit this map you could do so in 3d coat.
PS. the house is also using a lot of tileable textures. This is done so that you could build lots and lots of your own variations and for each new variation you will have to make new second uv set and bake the lowpoly ao. I also covered this part in my video tutorial
yeah thats true. No point of making same things twice. Do you mean the ao maps are useless or they are done poorly or do you mean that the unwrap is done not very accurate? I think ao gives a bit of extra soft shadow which makes the object look more interesting but of course its not obligatory to use.
Right! So here is the link to the max files with tga textures. Please feel free to use/mod them or study but just dont sell them in any way=) For the highpoly its a bit tricky since the file size is huge and I need to prepare it first. I can probably upload one highpoly on weekend. Which one would you prefer me to upload ?
https://www.dropbox.com/s/l3u83fbaohbr3yj/wc4_max_files.rar?dl=0
uh my bad. This one was a test object and I forgot to remove it. Just ignore it if you can. Regarding the file size I have no idea actually. I have been commiting everything through the art tools. I am not quite confident with the engine and so I might done something wrong but you could try to extract the files you like and use them in your own maps or mods. I can post max files of all the models as well.
Ok lol. I have just resaved the mod with a different name and it it now 17,039 KB
PS. I have just updated the above link with the new fixed low file size and the test object removed. Thanks Zolden for pointing it out!
hey guys!
The project is taking too long I guess and I have decided to upload all what I have done so far so you could start using it in your maps. Feel free to mod them in any way but just dont make profit of them. I will be adding more staff slowly and as soon as I get new asset done I ll update the mod.
https://www.dropbox.com/sh/7v5u7p9k20o6p5t/AAAJceGN2P20F0-syfns5bgNa?dl=0
here is latest preview of the statue.
- added more highlights to the cracks
- added dust to the bottom part
PS. I would like to get some credits if you are going to use my stuff =) Also the footman model is a placeholder and is done by awesome Triceron!
Thanks ! Really appreciate this!
Sorry but I am not planning on doing characters right now. I am working on environment atm. I still need to add a lot of staff. I was actually getting some crazy ideas about making elwynn forest stuff . Something like Northshire Abbey :) well this is just an idea . I guess I should make cliffs first
I was making just a statue and as far as I know there are now teamcolours for such doodads in warcraft but if you guys want it I can do it !