I wanted to do a video tutorial on the most basic concept of kitbashing because getting into 3dsmax can be extremely confusing. It's not the most professional tutorial but hopefully it helps get some of you into kitbashing models.
Please excuse the quality as I don't have any professional gear or programs for this and I have a sore throat :( . I might do more advanced videos in the future on things like materials and animation but I really just wanted to show people step by step the easiest way to throw together a model.
That looks really amazing. I know in maps like NotD some of the models have added parts but they don't move in sync with the rest of the model. This makes it look like its really part of the unit. Is the only way to do this type of editing with the Max software or is it possible within the galaxy editor itself?
You can attach models on other models in the Editor, but only at positions which already have attachment points. If you change the position of the attached model without having a built in attachment point for the right spot you will likely have issues that the attachment looks off and not in sync with the animations. You can't directly edit models with the SC2 Editor.
If I'd have seen this earlier I might have saved myself alot of trouble, I JUST spend like 12 hours trying to figure out 3DS max. I have it pretty down now and I'm cranking out models fairly easily but goodness this would have helped alot.
I also like how it delves into the confusing parts of the SC2 Art Tools, I'll actually be probably coming back to this one! Kudos!
Ha ha yeah if I had known how easy it can be it would have saved me so much time. I'll get around to doing some more tutorials on attachments, materials and some more stuff eventually.
Wow really great tutorial. Definitely a better way than i do it. I hope to see more at some point. You should touch base with how to easily add all the textures for imports with the mpq editor, I'm sure it would save plenty if people time. Anyway great tutorial, and it definitely helped me .Wow
WOW! Thank you for the Video! I wish I had been doing this earlier seeing how long this has been available and easy. I literally just started doing this today and I got one question. How do you put the Textures on the models? I get this error when I import :(
Put your textures into the default 3dsmax maps folder (in user settings for 3dsmax or 3dsmax/maps) or set the new path in 3dsmax pointing to the folder where those maps are (CUSTOMIZE -> CONFIGURE USER PATHS -> EXTERNAL FILES and ADD...)
Or alternatively you could just put the maps in by hand (in the material editor) but that would be stupid thing to do :D
On the semi-side note:
I extracted all the textures from SC2, put them in one folder and set the custom path.
That way I don't have to worry about missing textures ever again :)
Why is your tutorial about m3 exporter? Its "fucked normal map" issue wasn't fixed. Also, it doesn't have access to lots of m3 format features, like some material options, some particle options, etc.
Not sure what you mean with the normals. Never had any issues is there something I'm missing? It's a lot easier for people to get starter kitbashing with this before learning how to convert to another version of max for the art tools. The whole point was just to visually show people the easiest way to do small edits.
Hi guys!
I wanted to do a video tutorial on the most basic concept of kitbashing because getting into 3dsmax can be extremely confusing. It's not the most professional tutorial but hopefully it helps get some of you into kitbashing models.
Please excuse the quality as I don't have any professional gear or programs for this and I have a sore throat :( . I might do more advanced videos in the future on things like materials and animation but I really just wanted to show people step by step the easiest way to throw together a model.
3dsmax: http://students.autodesk.com/?nd=download_center
M3 scripts: http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
Edit:
Also suggestions on how to improve my videos and such are appreciated!
That was pretty great, these kinda things are exactly what the community (and I) need.
Would love to see more
This is awesome. Wish I had time to learn 3d max.
That looks really amazing. I know in maps like NotD some of the models have added parts but they don't move in sync with the rest of the model. This makes it look like its really part of the unit. Is the only way to do this type of editing with the Max software or is it possible within the galaxy editor itself?
@EntityEnigma: Go
There is a free program called blender that can be used to modify models:
http://www.sc2mapster.com/forums/resources/tutorials/35492-blender-how-to-create-an-animated-coin-model-for-starcraft/#p16
Unfortunately no way to do it inside of galaxy editor :(
You can attach models on other models in the Editor, but only at positions which already have attachment points. If you change the position of the attached model without having a built in attachment point for the right spot you will likely have issues that the attachment looks off and not in sync with the animations. You can't directly edit models with the SC2 Editor.
The tutorial is great :)
If I'd have seen this earlier I might have saved myself alot of trouble, I JUST spend like 12 hours trying to figure out 3DS max. I have it pretty down now and I'm cranking out models fairly easily but goodness this would have helped alot.
I also like how it delves into the confusing parts of the SC2 Art Tools, I'll actually be probably coming back to this one! Kudos!
@unclesatan: Go
Ha ha yeah if I had known how easy it can be it would have saved me so much time. I'll get around to doing some more tutorials on attachments, materials and some more stuff eventually.
Wow really great tutorial. Definitely a better way than i do it. I hope to see more at some point. You should touch base with how to easily add all the textures for imports with the mpq editor, I'm sure it would save plenty if people time. Anyway great tutorial, and it definitely helped me .Wow
Hi
I have done as you instructed in the video and I have also installed the plugins as instructed.
But when I try to import lets say Zeratul or the presever, 3ds max says its missing some .dds files, like light and so on,
What have I missed?
Thanks for the tutorial =)
Best Regards
WOW! Thank you for the Video! I wish I had been doing this earlier seeing how long this has been available and easy. I literally just started doing this today and I got one question. How do you put the Textures on the models? I get this error when I import :(
@SolidSC: Go
Put your textures into the default 3dsmax maps folder (in user settings for 3dsmax or 3dsmax/maps) or set the new path in 3dsmax pointing to the folder where those maps are (CUSTOMIZE -> CONFIGURE USER PATHS -> EXTERNAL FILES and ADD...)
@Leruster: Go
Got it! Thank you very much!
@SolidSC: Go
Or alternatively you could just put the maps in by hand (in the material editor) but that would be stupid thing to do :D
On the semi-side note: I extracted all the textures from SC2, put them in one folder and set the custom path. That way I don't have to worry about missing textures ever again :)
@Leruster: Go
Thanks for posting that I can't believe I missed one of the most important things lol.
@println: Go
Ha ha that is sick! Do I sense a Zerg armor Protoss collection coming on?
Why is your tutorial about m3 exporter? Its "fucked normal map" issue wasn't fixed. Also, it doesn't have access to lots of m3 format features, like some material options, some particle options, etc.
Isn't it Art Tools era yet?
@Zolden: Go
Not sure what you mean with the normals. Never had any issues is there something I'm missing? It's a lot easier for people to get starter kitbashing with this before learning how to convert to another version of max for the art tools. The whole point was just to visually show people the easiest way to do small edits.
@GhostNova91: Go
Yes, you haven't noticed anything, because smoothing isn't fucked. And not fucked smoothing + fucked normals looks rather fine than fucked.
Create something with normal map, and without smoothing groups, and you'll see. There was a thread about.