Is there a reason to use such a nice model for the environment and such a low poly model for the marine? :)
After all, the high poly model of a marine is available.
You can not map faces? What? :)
I don't know if I got that right but from what I understand you don't give a shit about even the basics or learning anything new right?
Can you post the wireframe of the mesh that FaceGen produces?
If it's nice and clean you can just go down with the edge loops, just to keep the form of a face. If not then I strongly recommend TopoGun - great tool for retopology. It need a bit of time to get the hang of it but it's really nice.
If you don't know how to do the proper wire for the face model then just import any number of portraits from StarCraft and examine. Read on theory of modeling. Basic rule is to create edge loops around the important parts of the face like eyes, nose, lips.
I wouldn't go with the method that was shown in this video. Flatten Mapping doesn't conserve the previous mapping coordinates, creates a new ones which are rather random ;)
I'd however go with just a part of this tutorial which is baking the complete map. Just place already existing UVs in one, unused channel; move rotate and scale them around so that they cover as much space as possible and create new complete map with it.
When you import M3s to 3dsmax, the scripts sends everything to separate layers. Check how to enable the Layer Manager in 3dsmax help. You'll find everything you need there.
If you're exporting the M3 file using WoW Model Viewer then you won't have any attachment points in a form of a helper. I think they are written as bones. So I'd look in the bone name for a specific attachment point
As for the extended toes - probably expanding the bone's envelope will help or paint bone weights on that part of the model using the tools in skin modifier. Again, it's all very well explained in the help.
Well, from what I see, you said:
"I have access to Maya and 3DS max 2013 64 bit and Blender 2.67 too, and I've been trying to use m3 importer for 3DS which didn't work at all."
But that's just me being picky ;)
3dsmax supports .dds textures so you don't have to bother with that. Unless you want to use the same files for the 3D printing, in that case I don't know :)
Try to get the mesh a bit denser and apply the normals for displace deformations. May look even better after printing but only if you tesselate the mesh really hard.
If you import models from WoL then everything works just fine (everything that was done of course ;) ).
If you import models from HoTS however I believe something goes wrong on the animations side. I'm not sure, people were complaining about that.
But as far as import/export goes then yeah - use import scripts and export using art tools.
Till 23th of august I'm busy but after that I'm going back to scripts and will do full import with proper art tools support :)
Use max 2011. Also, if you try to import models from HoTS you're gonna have a bad time. The format has changed and the importer doesn't fully support it.
The only problem that I had with it is kind of look separation from the factory itself.
I've attached an image showing what I'm missing with the model. The factory has those beveled edges here and there. It would be nice if the machineshop, had something like that also.
0
@PrettyAwesome: Go
Is there a reason to use such a nice model for the environment and such a low poly model for the marine? :) After all, the high poly model of a marine is available.
0
You can not map faces? What? :) I don't know if I got that right but from what I understand you don't give a shit about even the basics or learning anything new right?
0
Can you post the wireframe of the mesh that FaceGen produces? If it's nice and clean you can just go down with the edge loops, just to keep the form of a face. If not then I strongly recommend TopoGun - great tool for retopology. It need a bit of time to get the hang of it but it's really nice. If you don't know how to do the proper wire for the face model then just import any number of portraits from StarCraft and examine. Read on theory of modeling. Basic rule is to create edge loops around the important parts of the face like eyes, nose, lips.
I wouldn't go with the method that was shown in this video. Flatten Mapping doesn't conserve the previous mapping coordinates, creates a new ones which are rather random ;) I'd however go with just a part of this tutorial which is baking the complete map. Just place already existing UVs in one, unused channel; move rotate and scale them around so that they cover as much space as possible and create new complete map with it.
0
When you import M3s to 3dsmax, the scripts sends everything to separate layers. Check how to enable the Layer Manager in 3dsmax help. You'll find everything you need there.
If you're exporting the M3 file using WoW Model Viewer then you won't have any attachment points in a form of a helper. I think they are written as bones. So I'd look in the bone name for a specific attachment point
As for the extended toes - probably expanding the bone's envelope will help or paint bone weights on that part of the model using the tools in skin modifier. Again, it's all very well explained in the help.
0
@PrettyAwesome: Go
Use bones and meshes imported to 3Dsmax along with skin modifier and use UDK plugin for 3dsmax to export it to the engine.
Fun fact: UDK has FaceFX tools which were also used in StarCraft II for the lipsyncing.
0
Well, from what I see, you said: "I have access to Maya and 3DS max 2013 64 bit and Blender 2.67 too, and I've been trying to use m3 importer for 3DS which didn't work at all." But that's just me being picky ;)
3dsmax supports .dds textures so you don't have to bother with that. Unless you want to use the same files for the 3D printing, in that case I don't know :) Try to get the mesh a bit denser and apply the normals for displace deformations. May look even better after printing but only if you tesselate the mesh really hard.
0
Heh
"Starcraft 2 Model plugins. Tested on 3dsmax 2009, 2010, 2011 and 2012.
3dsmax 2013 is not supported!"
0
@Eimtr: Go
If you import models from WoL then everything works just fine (everything that was done of course ;) ). If you import models from HoTS however I believe something goes wrong on the animations side. I'm not sure, people were complaining about that.
But as far as import/export goes then yeah - use import scripts and export using art tools.
Till 23th of august I'm busy but after that I'm going back to scripts and will do full import with proper art tools support :)
0
@Sapphire_united: Go
Open maxsctipt editor with the import script, run the script from that window and see which line it will mark. Try on max2011. That's the best bet.
0
Which line?
0
Use max 2011. Also, if you try to import models from HoTS you're gonna have a bad time. The format has changed and the importer doesn't fully support it.
0
Not saying that I won't buy anything :D
0
The only problem that I had with it is kind of look separation from the factory itself.
I've attached an image showing what I'm missing with the model. The factory has those beveled edges here and there. It would be nice if the machineshop, had something like that also.
That's all I have to it, the rest is fantastic :)
0
@Dariall: Go
Didn't*
0
@JacktheArcher: Go
God damn you! I wanted to make that joke :)