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    posted a message on [Showcase] WingedArchon Talon Faction
    Quote from TaylorMouse >>

    Hi, here is what I understand from the error ( cause I don't use blender at all )

    Probably there is a material on you model that has a sub material ( such as diffuse, specular, normal etc) that is not an SC2Material type but a SC2Color type. Each material and submaterial can be named. 

    One of them is called "col" and can only be exported when it is named "color".

     

    Another thing is that it is bad practice to merge the meshes together as it screws up the vertex weights for animation. I may also be that certain submeshes required alpha channel and others don't. This actually speeds up the drawing cycles of the engine.

    Having multiple materials is not slowing down as the number of textures are not loaded into memory multiple times.

     

    T.

     Hi TaylorMouse,
    Yeah from the error that was also my first guess, so I looked into the material setup, but I can't find/recognize what it means to say.
    Layers which I have in use seem to be Diffuse, Specular, Emissive, Normal. also there appears to be a Gloss active. I must probably me stupid, but I don't understand what it means by "has color named 'col'" and after that "must be named 'color' or 'alpha'" I have never explicitly made any change in any such material.
    That was also what I tried to explain by saying that I replaced the materials themselves for materials that I did test in other models. I know that this will cause weirdness on this specific model, but I was trying to isolate if the problem was in a specific material, but appearently it wasn't Only thing I can come up with so far, is that the mesh has something strange (which I've just now been able to verify)
    I will admit I still don't quite understand.
    But I've been able to make an export now, by eliminating the mesh in question. Now to go on further investigation.
    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    While awaiting the answer to my question above, alowing me to continue with it. I've whipped up a melee version for the Talon Adept, named the Lancer. This model can be used as a female alternate for the Zealot.

     

    Talon Lancer

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    Thanks Guys!

     

     

    I have a request.

    I'm currently working on a new model, but when I wanted to do a first export test, and see how the model behaves, I run into a blender error which I do not understand. It has me confused and  do not understand exaclly where it generates from.

    Attached the errorcode, can someone please hel me with this?

     

    I've basically tried joining all meshes into 1, so that material entries were heavily reduced.

    I deleted any and all ribbons, particles and such stuff.

    I've even deleted all materials and imported fresh new ones from which I know they should work, but it doesn't work.

    I'm strating to think it hasn't got anything to do with material setup, but exactly that makes me lose all kind of logic to try and understand this error.

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

     

    Unit Updates

    With the creation for the Advanced Paladin model, also the original Paladin received a small revamp on the etxture work.

    Next to that, the Carrier is also updated from the beta version that was online.

     

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    Ny next Talon project, an advanced Paladin.

    I've used this model to figure out how to gain control over the particle and ribbon creation in Blender.

    Currently I'm finishing up on the Normals for this model.This model also has a Turret feature, allowing the upper body to turn separate from the legs when a turret is defined in the editor.

    Posted in: Artist Tavern
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    posted a message on Wanting to get into Model Making, how should I start?
    Quote from TaylorMouse >>

    I personally do not like Blender, it is very chaotic and does not have the necessary stable tools to do what Blizzard does.

     

    Any other questions, don't hesitate to PM me

     

    T. 

     In my experience, as a blender user, it has a lot of difficulty (if not impossibilities) to properly handle particles and ribbon effect as these tend to get screwy. I myself haven't yet found a way to deal with this.
    Other than that (altough I admit it can be very much so in the way of things) Blender can be a very nice programm for model making.
    I always had the unfortunate event where I couldn't get 3ds Max.
    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    Haha :)  Wouldn't be complete without them :D

     

    Quote from TaylorMouse >>

    When you animate the hex, change the emission rate, than it doesn look like it come out of the center, more like , it beams in from the center ;)

    Just a thought

     

    T.

     

    I'll look into that. Thnx!

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    Next up will be

    Talon Carrier

    Posted in: Artist Tavern
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    posted a message on Massive performance issues with Blender

    [SOLVED]

     

    I discovered a solution for the problem.

     

    "I found the solution, right click on the blender shortcut>Run with Graphics Processor>Integrated Graphics. It should run smooth when you do that. No need to roll back any graphics drivers, just use your integrated graphics to model and you can still set your 960m to render in the settings."

     

    This completely cured the issues for me.

    As a side effect I also got me the newest version for blender.

    But to any who run into performance issues on a Win10 64-Bit machine, try this out!

     

    I'm glad to get back to my work!

    Posted in: Artist Tavern
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    posted a message on Massive performance issues with Blender

    Hi guys,

     

    I'm in dire need of some assistance here.

    For my modeling work I use blender, with M3-blendm plugin and the master-addon for materials etc.

    I've had Blender installed for the better part of 2 to 3 years and set it up to work with .M3 files from blizzard.

    Many of you have seen my work, especially the recent.

     

    Yesterday I stopped at around 17.30 with my activities because I had to go out. and all was still working fine.

    This morning, about 2 hours ago I came back, wanted to continue work on my project....

     

    But blender was SLOW AS HELL. Efectively it looked like it lagged as tremendous as god knows what.

    trying the simple "File"--> "Open" command was already difficult, the programm more often than not swapped around menus because of the highly delayed drop-down and stuff.

    Turning a model I quickly imported basically rotated a fun 90 degrees intervals.

    ANY activities are basically hopeless to do...

     

    First I closed any and all programs I had running next to blender, thinking that may cause the laggy operation.

    Then I rebooted my system and opened Blender only to see it that had solved it.. No...

    Then I de-installed and reinstalled Blender from the ground up... No change...

    And now I'm quite furious and utterly lost.

     

    has anyone ever had this issue?

    is there a way to fix this? 

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction
    Quote from Scbroodsc2 >>

    I very like the animation on that tempest! Do all these units have such anim? Btw they are amazing.

     Hey man, Thanks!
    Well, the Tempest was the first unit I tried this with, and it came out much better than I originally though. I was planning on revamping the other model aswell to have the hex blend better with the rest, maybe that some of them (depending on wether it fits) receive some similar.
    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    Talon Dominator

     

     

    And to accompany it ws representation of in-game footage. Here's a video.

    Posted in: Artist Tavern
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    posted a message on Particles and ribbons and their workings in Blender

    Ok, doing anything video related is be far not me forte.

    I do hope this thing is actually visible for you guys. and please don't look at the quality, I had to make it via my phone, and then somehow get it up on Internet.

    http://vid160.photobucket.com/albums/t176/Scourge_Splitter/Tempest compare_zpszf9itjzy.mp4

     

    Pay attention to the gold-colored Tempest, that shows the ribbon to fly off the model. The Black Tempest is my new model, where I temporarily have hidden that very ribbon-issue

    Posted in: Artist Tavern
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    posted a message on Particles and ribbons and their workings in Blender
    Quote from aZergBaneling >>

    Coincidentally enough, Cacho56 actually posted this just a few days ago. I believe it should fix your particle/ribbon issues.

     Ok, that comes convienetly in handy :)
    I'll take a crack at this.
    Quote from djt312 >>
    Quote from WingedArchon >>
    (3) Have a more or less invisible uncomprehensive connection to... a bone I think. But I never have been able to actually duplicate the Zealots smokey-blade effect and work correctly with an attack animation.
     I don't use Blender, but I can definitely confirm particle and ribbons are attached to a bone. In the SC2 Art Tools, when the model is exported, a bone is automatically created at the location of the particle/ribbon effect with the same name as the particle/ribbon effect. As such, any model imported into Blender should have a bone as the parent of any particle/ribbon effect.
     Hey man, thanks! I figured out such with the bones about an hour or 2 after I posted this.
    I was working on the Tempest with the arcs and I found the bones, both starting and end. But so far, whenever I export and load into the editor, the arc-ribbobs are flying vertically off the model. I'll try to attach a vid.
    While having found the bones, I'm still lost on how to fix this.
    Posted in: Artist Tavern
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    posted a message on [Model] m3 to xml - editing hardcoded colors

    Is there also a file like this that adds more units for importing?

    I still am unable to import a Warp Prism correctly, and I've seen remakes of it on this site.

    Posted in: Tutorials
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