Do you have other plans ? The hots remake project still need a Model developer for some models (not the retextures, they go to soulfilcher) So PM if you want to apply :P
But overall Its seems nice.
Thank you guys for your comments. I'm glad you like it.
The tower is already rigged, now I'm focusing on the lights and then the animation. I will post updates when I feel I have something to show, because for now the "appearance" is what it is. When this is finished I surely go for the Machine Shop, I believe that model deserves a little bit more "punchy" feel. The thing is to see if I can get it.
About the HotS remake project. Well, I personally think that remake is a MUST, because HotS official campaign is awfully dull, short and messy in some points (and I don't talk about the coherence between BW and HotS because all that can be said about that it's said in other threads).
But I don't feel I'm prepared to join the project yet, I need more practice in modelling overall. Moreover I've joined Monkalizer with his campaign some time ago (+ real life obligations), so for now I leave the invitation on standby.
I will surely PM you when I'm ready. I'm very grateful for your offer.
Ok this part is finished, for lack of lights. I changed a few colors, the dish plate less bright (and a little copperish) and the platform floor grey texture was replaced with another texture that looks very similar but in different angles looks better.
I'm on to the animation process. Feel free to leave any feedback.
You mean the free version, right? Cause there's something called nDo2, that is shareware. BTW, doesn't nvidia dds plugin do some sort of similar thing?
Anyway I've downloaded the free script and installed it. Later I will review the guide and your tips, to see what I can do. Thank you very much for your advice, It's really appreciated.
I wouldn't remove the extra detail from the model, display resolutions are always increasing which allows such detail to be seen plainly, and Blizzard has gone way overboard with removing details on their models.
So the detail is staying then. I'll try to scale it a little bit, see if it fits and if there's no clipping with the animation.
About 1, that is the next step I'm going to take, I used SC textures, yes, but only to create my own diffuse. I mean, I understand it's not wise to uv with different textures since the game would be loading all those textures only for 1 model. And let's not talk about the resolution, cause if you use textures that are yet done, you have to rescale your uv to that piece, screwing up the overall resolution of the texture (maybe you use more uv space in parts that you don't need so much res and viceversa). But maybe I'm wrong.
I thought of that at the beginning, even the first model I did was this way: adapting my uvs to the different textures that are there. That way is easier to have the normal maps there and the speculars as well cause they use the same uv coordinates. Easy as pie. But with the copy paste in own diffuse thing, wouldn't I have to cut out the normal map pieces and create the same diffuse pattern with normals?
I only did my own AO and normal in the windows and tower "carvings" to have a guide in where to paint. I expected to combine it with the normal maps in the game, I'll have to do little trial and error there. I used xnormal, but I've read some post from you recommending using ndo, I have already downloaded it but I have to figure out how to use. You talk about creating specularity with the app, and that is very interesting, because I haven't always had no idea how to start creating specular maps.
About 3, well I have watched some of them. Eventually I will rig this thing.
About 4, thanks for the tip, I will look into this ASAP.
BTW about the details I commented earlier, this is a image of the model seen from the game perspective. The details are barely seen, maybe should I remove them? (sorry about the quality of the gif, it's the first time I do so)
BTW, the more I look at the model, the more I have the feeling that details such as the light or the needle antenna like won't be "seen" ingame. I mean, the details won't have enough definition from the game camera distance. What do you guys think?
Patience, my child. In time, great things will come =)
I did, but only 1. It's a pain to do more haha :)
Asset is now finished. First post updated: http://www.sc2mapster.com/forums/development/artist-tavern/52594-terran-control-tower/?post=1
Expect more to come in the future.
Thanks!
Well, another update. Sorry for the delay.
I present to you, the control tower: http://www.sc2mapster.com/forums/development/artist-tavern/52594-terran-control-tower/?post=1
You can test it in the map attached in the first post.
Thanks to SoulFilcher for the buttons and wireframe images.
Thank you guys for your comments. I'm glad you like it.
The tower is already rigged, now I'm focusing on the lights and then the animation. I will post updates when I feel I have something to show, because for now the "appearance" is what it is. When this is finished I surely go for the Machine Shop, I believe that model deserves a little bit more "punchy" feel. The thing is to see if I can get it.
About the HotS remake project. Well, I personally think that remake is a MUST, because HotS official campaign is awfully dull, short and messy in some points (and I don't talk about the coherence between BW and HotS because all that can be said about that it's said in other threads).
But I don't feel I'm prepared to join the project yet, I need more practice in modelling overall. Moreover I've joined Monkalizer with his campaign some time ago (+ real life obligations), so for now I leave the invitation on standby.
I will surely PM you when I'm ready. I'm very grateful for your offer.
Definitely a good idea. Emissive is still a WIP.
What about the machine shop and the covert ops?
Physics lab is very similar to the tech lab though.
O_O
You want to kill me or what? Gimme 4 years lol
Ok this part is finished, for lack of lights. I changed a few colors, the dish plate less bright (and a little copperish) and the platform floor grey texture was replaced with another texture that looks very similar but in different angles looks better.
I'm on to the animation process. Feel free to leave any feedback.
Thanks for all your advice.
A little update here.
Normals applied, white specular 100% (still has to be tuned up).
TC added. Took me its time to look good. Noobish skills.
You mean the free version, right? Cause there's something called nDo2, that is shareware. BTW, doesn't nvidia dds plugin do some sort of similar thing?
Anyway I've downloaded the free script and installed it. Later I will review the guide and your tips, to see what I can do. Thank you very much for your advice, It's really appreciated.
As I said in the first post: "No team colors nor decals. I don't know where to put them. Suggestions? "
So the detail is staying then. I'll try to scale it a little bit, see if it fits and if there's no clipping with the animation.
@Zolden: Go
Thanks.
About 1, that is the next step I'm going to take, I used SC textures, yes, but only to create my own diffuse. I mean, I understand it's not wise to uv with different textures since the game would be loading all those textures only for 1 model. And let's not talk about the resolution, cause if you use textures that are yet done, you have to rescale your uv to that piece, screwing up the overall resolution of the texture (maybe you use more uv space in parts that you don't need so much res and viceversa). But maybe I'm wrong.
I thought of that at the beginning, even the first model I did was this way: adapting my uvs to the different textures that are there. That way is easier to have the normal maps there and the speculars as well cause they use the same uv coordinates. Easy as pie. But with the copy paste in own diffuse thing, wouldn't I have to cut out the normal map pieces and create the same diffuse pattern with normals?
I only did my own AO and normal in the windows and tower "carvings" to have a guide in where to paint. I expected to combine it with the normal maps in the game, I'll have to do little trial and error there. I used xnormal, but I've read some post from you recommending using ndo, I have already downloaded it but I have to figure out how to use. You talk about creating specularity with the app, and that is very interesting, because I haven't always had no idea how to start creating specular maps.
About 3, well I have watched some of them. Eventually I will rig this thing.
About 4, thanks for the tip, I will look into this ASAP.
BTW about the details I commented earlier, this is a image of the model seen from the game perspective. The details are barely seen, maybe should I remove them? (sorry about the quality of the gif, it's the first time I do so)
@Zolden: Go
Yep
Ok, thanks to all.
Any more feedback on the things I pointed out? I really need that...
Thank you very much for the impressions.
BTW, the more I look at the model, the more I have the feeling that details such as the light or the needle antenna like won't be "seen" ingame. I mean, the details won't have enough definition from the game camera distance. What do you guys think?