Your poison globe reminds me of the Miasma effect from Dragon's Dogma. Same sort of thing except it's a cloud.
Actually, I've got a question for you. I'm looking to recreate some effects from Anime. I'm having pretty good success with my custom textures for most basic stuff, but one of the things I want to make is like those dome explosions you see in Dragonball Z.
Now the main thing is it needs to be really fast (around a second or less) for most versions because I am using it for basic unit attacks. So, I need it to disperse into a fiery effect and disappear fairly fast. I have a basic idea for it set up, but I feel like it could be way better. However, this is where my limited skills with 3ds max really show. I am not sure how to improve from here. It's just an animated sphere with an alpha that goes from 10 multiply to 0 multiply over some keyframes.
This is just a simple version, it doesn't have the ground-based shockwave or anything yet (I was focused on trying to make the sphere portion look good first, but...
For the death animation - perhaps make the individual flame effects smaller, and have the stone pieces glow red and then fade out like a red dust effect? Or have them turn to sand and melt down? That effect would be more difficult to achieve, but it might fit the rest of the effect better. Alternatively you could spawn sand particles like the first portion of the animation and have them desintigrate into sand (some Heroes of the Storm units have this kind of death effect on the Egyptian map).
Good to see you're still working on stuff, Delphinium. I have two suggestions for you on your latest images. The smoke for the shuttle could use a very small depth biased alpha (called Depth Blend Falloff) I think. This will cause the particle billboards to fade a little bit when they collide with a mesh, like the control tower and launch tower, and prevent that clipping appearance that looks really sharp. The zealot looks really cool, though I feel like his attack animation could use more smooth of a wind up before he starts swinging.
The lightning beam is very cool. But, a suggestion - have the origin of the lightning bolts on the beam be at their edges instead of the middle and then randomized their orientation. It will make it look less uniform and more lightning-ey.
Something I also preferred for lightning hit effects is the same thing, but also making them shorter lifespan (like 0.25 what you currently have), then giving them a more varied spawn size randomization. As it is, the hit effect doesn't really look like lightning, it needs to be much faster and more violent.
I don't really care to discuss much further than that. It is pointless in this community. My results, if I choose to make them public, should speak for themselves when the time comes. Needless to say, what I have shown of my Retribution work can't really apply to sc2. I will aim more for Delphinium's style of modeling.
I'll see about modeling a new Terran Battlecruiser sometime and we can go from there. I would eventually like to redo most terran air units, make some tanks and such, and make a bunch of protoss stuff.
Here's a question, Delphinium. If I made meshes, would you be able to UV/texture them? I could handle the animations and particles after that. Hell, even just UV'ing them would be nice (I could try to cobble together textures out of vanilla assets).
Don't concern yourself too much with replies. There are only a handful of people in the Starcraft 2 custom content community, and repeat replies often seem pointless to most people. Your thread is the only thread I read on all of mapster and I check a few times a day.
For organization, I always name things by race_unit_whatever. So, my particles for sins were like, ah_kinetic_impact_massive, ud_sorrowsong, ud_sorrowsong_bolt_impact, etc. In Starcraft 2 I am arranging folders by races, maintaining that naming scheme, and that's it. I always search by unit name when looking for stuff in my files.
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Your best work yet IMO. The animation and blending stuff is really cool.
Your poison globe reminds me of the Miasma effect from Dragon's Dogma. Same sort of thing except it's a cloud.
Actually, I've got a question for you. I'm looking to recreate some effects from Anime. I'm having pretty good success with my custom textures for most basic stuff, but one of the things I want to make is like those dome explosions you see in Dragonball Z.
http://vignette1.wikia.nocookie.net/dragonball/images/3/3d/HyperExplosiveDemonWaveBlast.JPG/revision/latest?cb=20120220152759
Now the main thing is it needs to be really fast (around a second or less) for most versions because I am using it for basic unit attacks. So, I need it to disperse into a fiery effect and disappear fairly fast. I have a basic idea for it set up, but I feel like it could be way better. However, this is where my limited skills with 3ds max really show. I am not sure how to improve from here. It's just an animated sphere with an alpha that goes from 10 multiply to 0 multiply over some keyframes.
This is just a simple version, it doesn't have the ground-based shockwave or anything yet (I was focused on trying to make the sphere portion look good first, but...
Cool warp-in effect. Is that done the same way you showed me with blink before?
@Delphinium1987: Go
Cool drone. Do you plan to release this?
For the death animation - perhaps make the individual flame effects smaller, and have the stone pieces glow red and then fade out like a red dust effect? Or have them turn to sand and melt down? That effect would be more difficult to achieve, but it might fit the rest of the effect better. Alternatively you could spawn sand particles like the first portion of the animation and have them desintigrate into sand (some Heroes of the Storm units have this kind of death effect on the Egyptian map).
Good to see you're still working on stuff, Delphinium. I have two suggestions for you on your latest images. The smoke for the shuttle could use a very small depth biased alpha (called Depth Blend Falloff) I think. This will cause the particle billboards to fade a little bit when they collide with a mesh, like the control tower and launch tower, and prevent that clipping appearance that looks really sharp. The zealot looks really cool, though I feel like his attack animation could use more smooth of a wind up before he starts swinging.
Looking forward to seeing your future work!
@Delphinium1987: Go
Looks pretty simple to me. Only thing I would change is reducing the lifespan of the black smoke.
The lightning beam is very cool. But, a suggestion - have the origin of the lightning bolts on the beam be at their edges instead of the middle and then randomized their orientation. It will make it look less uniform and more lightning-ey.
Something I also preferred for lightning hit effects is the same thing, but also making them shorter lifespan (like 0.25 what you currently have), then giving them a more varied spawn size randomization. As it is, the hit effect doesn't really look like lightning, it needs to be much faster and more violent.
I don't really care to discuss much further than that. It is pointless in this community. My results, if I choose to make them public, should speak for themselves when the time comes. Needless to say, what I have shown of my Retribution work can't really apply to sc2. I will aim more for Delphinium's style of modeling.
@Zolden: Go
Easy, I'll just do what I did for brood war. Though my end goal is to steer heavily away from Blizzard's so-called "style".
@Delphinium1987: Go
I'll see about modeling a new Terran Battlecruiser sometime and we can go from there. I would eventually like to redo most terran air units, make some tanks and such, and make a bunch of protoss stuff.
Here's a question, Delphinium. If I made meshes, would you be able to UV/texture them? I could handle the animations and particles after that. Hell, even just UV'ing them would be nice (I could try to cobble together textures out of vanilla assets).
Nice! Any new Terran mech units are certainly useful.
Very nice. Would you be willing to share the max file for the latter one?
Fantastic.
Don't concern yourself too much with replies. There are only a handful of people in the Starcraft 2 custom content community, and repeat replies often seem pointless to most people. Your thread is the only thread I read on all of mapster and I check a few times a day.
For organization, I always name things by race_unit_whatever. So, my particles for sins were like, ah_kinetic_impact_massive, ud_sorrowsong, ud_sorrowsong_bolt_impact, etc. In Starcraft 2 I am arranging folders by races, maintaining that naming scheme, and that's it. I always search by unit name when looking for stuff in my files.