It would probably require retexturing those models sadly :( Or you could get the texture file of the scout and whatnot and try change hues and so on . However this may not turn out as crisp .
You seriously shouldn't worry about poly count. Unless its above 4000 Tris you shouldn't really be worrying about it :/ The thing that lags games now is textures (spec map , normal map , texture map , emissive map , alpha map , light maps and reflection maps). Then on top of that you also have VFX that also have a texture map with a alpha map and what not. All of that per unit gets crazy. Some car games get up to 1 million poly count per car and you have about 10-12 of those on screen at once. You will probably notice one of the laggyest things in games is shadows , bloom and depth of field (this is discluding anti aliesing of coarse).
But yeah pretty much if your between 500-4000 tris your fine. Dawn of war 2 has around 3000 for normal units then 7000-9000 for hero units :P
Another thing to add. Anything lower than 500 tris isn't any faster to load than a model with 500 tris .... or 560 one of those ... Learnt that when working with UDK and researching into it. One thing to think about .. a 1024-1024 texture map 32 bit , 1024-1024 normal map ,512-512 spec map and 256-256 emisive map is a lot larger file size than a 2000 tri model :P.
I should probably make a thread on this. Sick of seeing people flinging round poly counts from 5-8 years ago :/. The only map you should ever worry about poly counts on is that evolution map. Realistically though... is your map going to have 800-1000 reavers on screen at once?
Would you like to create him a dark archon then? or would it be easier to change the current Archons color to red or black? No that would just be ignorance,
Haha this looks awesome. I loved warlocks on wc 3 x) . Hmmmm im wondering is it actual possible to change the health bar above players heads? Ited be a lot nicer with health bars than health blocks :P. Hmm I may actually start exporting wow models and giving them normal maps just so people can use them in sc2 x). It would be nice to get footmen in a footman frenzy map for example.... or a warlock in a warlock map :P
He could mean like an Archon but dark. Changing its color to like black or dark red . Probably a hell of a lot easier than creating an actual Dark Archon.
Unless sc2 has a Dark Archon already?
I think hes meaning wheres the high poly model that your going to bake onto the low poly model. Ie Normal map. The mechs in those shots are the high polys that are baked onto the lower poly model.
Lol at the not being able to run Max thing.... Why would Blender be any better....
...
.......
......
But yeah fair enough about the cost. Just thought everyone's a pirate now :/ Sort of Auto Desks fault for charging 1000$ for 1 person... like that price makes sense if a company buys it and makes money off Auto-desks product.. However for someone who doesn't use it for commercial use... Doesn't really make sense to me. Id defiantly buy it if it was 300$ for a non commercial copy.
I reckon you should do Maya because im lazy and cant be bothered exporting then importing my model into max. So much effort.Meh nah finish your max one lol. Also I bet it will be another year or so till Bliz release a exporter for Max. More people use Max than blender :/
Also why cant blender people export from blender then import into Max? Its not that hard :<
Not that the wow model of diablo has any attack animations or anything.
Not to mention its chibby cartoon proportions compared to the sc2 one.... While your at it why dont you "simply" take the rig from a boar in wow and change its rig into a completely different rig .Like saaaaay ... a Diablo one "Simple" : )
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@deleted_4832600: Go
It would probably require retexturing those models sadly :( Or you could get the texture file of the scout and whatnot and try change hues and so on . However this may not turn out as crisp .
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@mParfait: Go
You seriously shouldn't worry about poly count. Unless its above 4000 Tris you shouldn't really be worrying about it :/ The thing that lags games now is textures (spec map , normal map , texture map , emissive map , alpha map , light maps and reflection maps). Then on top of that you also have VFX that also have a texture map with a alpha map and what not. All of that per unit gets crazy. Some car games get up to 1 million poly count per car and you have about 10-12 of those on screen at once. You will probably notice one of the laggyest things in games is shadows , bloom and depth of field (this is discluding anti aliesing of coarse).
But yeah pretty much if your between 500-4000 tris your fine. Dawn of war 2 has around 3000 for normal units then 7000-9000 for hero units :P
Another thing to add. Anything lower than 500 tris isn't any faster to load than a model with 500 tris .... or 560 one of those ... Learnt that when working with UDK and researching into it. One thing to think about .. a 1024-1024 texture map 32 bit , 1024-1024 normal map ,512-512 spec map and 256-256 emisive map is a lot larger file size than a 2000 tri model :P.
I should probably make a thread on this. Sick of seeing people flinging round poly counts from 5-8 years ago :/. The only map you should ever worry about poly counts on is that evolution map. Realistically though... is your map going to have 800-1000 reavers on screen at once?
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Wooo go Maya *bump*
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@nanotapki: Go
Alot easier to see . Nice job man :) Looks less default that way too x).
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@Vlaeder: Go
Would you like to create him a dark archon then? or would it be easier to change the current Archons color to red or black? No that would just be ignorance,
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Haha this looks awesome. I loved warlocks on wc 3 x) . Hmmmm im wondering is it actual possible to change the health bar above players heads? Ited be a lot nicer with health bars than health blocks :P. Hmm I may actually start exporting wow models and giving them normal maps just so people can use them in sc2 x). It would be nice to get footmen in a footman frenzy map for example.... or a warlock in a warlock map :P
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@Vlaeder: Go
He could mean like an Archon but dark. Changing its color to like black or dark red . Probably a hell of a lot easier than creating an actual Dark Archon. Unless sc2 has a Dark Archon already?
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@tigerija: Go
I think hes meaning wheres the high poly model that your going to bake onto the low poly model. Ie Normal map. The mechs in those shots are the high polys that are baked onto the lower poly model.
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@GhostNova91: Go
Theres is always a trial version for max that you can get off their website : ]
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@GhostNova91: Go
Sigh I have a feeling im about to become the captain of a pirate ship lol...
Send me a PM
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@asaphelps: Go
Thanks mate : ]
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Lol at the not being able to run Max thing.... Why would Blender be any better....
...
.......
......
But yeah fair enough about the cost. Just thought everyone's a pirate now :/ Sort of Auto Desks fault for charging 1000$ for 1 person... like that price makes sense if a company buys it and makes money off Auto-desks product.. However for someone who doesn't use it for commercial use... Doesn't really make sense to me. Id defiantly buy it if it was 300$ for a non commercial copy.
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@zeldarules28: Go
Like this
Nah stick the direct link of this image into the http thing when you hit ctrl+p
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I reckon you should do Maya because im lazy and cant be bothered exporting then importing my model into max. So much effort.Meh nah finish your max one lol. Also I bet it will be another year or so till Bliz release a exporter for Max. More people use Max than blender :/
Also why cant blender people export from blender then import into Max? Its not that hard :<
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@Karawasa: Go
lol wut to Crainy
Not that the wow model of diablo has any attack animations or anything. Not to mention its chibby cartoon proportions compared to the sc2 one.... While your at it why dont you "simply" take the rig from a boar in wow and change its rig into a completely different rig .Like saaaaay ... a Diablo one "Simple" : )