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    posted a message on Simple request - ShapeCube model cut in half
    Quote from Zanam00: Go

    Zolden, that worked very well, in fact your texture takes on tinting better than the defaults.

    Treasure that Zolden :D

    Posted in: Requests
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    posted a message on [Showcase] Troll model for Trollobattles
    Quote from zeldarules28:

    Send this to TB. Now.

    I already did :)

    Quote from ulukk:

    Would you mind posting pics of the high-poly version?

    Thanks :) Here you go. High poly of a portrait and the unit.

    Portrait:

    Unit Front: http://img135.imageshack.us/img135/386/tbunithighfront.jpg

    Unit Back: http://img151.imageshack.us/img151/837/tbunithighback.jpg

    Posted in: Artist Tavern
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    posted a message on Simple request - ShapeCube model cut in half

    Can you attach the m3 file? I know it's a request but if you know why it's going wrong then maybe you won't have to request for the edit next time :)

    EDIT:
    I don't know if it's what you wanted ;)

    Posted in: Requests
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    posted a message on [Showcase] Troll model for Trollobattles

    @Triceron:

    Thanks :)

    @Zolden:
    I do the high poly model in max/sculptris, import it to max and using the projection modifier I bake it out to texture. Standard procedure in gameart AFAIK. Max can handle "a few" nice milions of polys :)

    @Eiviyn:
    Well, I think we can handle it (in a future update in this thread) :)

    Posted in: Artist Tavern
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    posted a message on [Showcase] Troll model for Trollobattles

    Hello everyone! Some time ago mr TotalBiscuit with modmaker Eiviyn started mod called Trollobattles. I decided to do a model of Troll unit :)

    Troll

    I based the model on Troll fanart by David Hueso (if it's his name :) ) which you can check out here http://davidhueso.deviantart.com/art/TotalBiscuit-199219136

    Troll was modeled in Wings, sculpted in Sculptris, animated and exported from 3Dsmax.

    I did animation sequences for walk, 3 variations for stand, start and end of walk cycle and 4 variations of spell casting animation. Portrait animation is not even touched.

    The newest version is available here:

    http:www.youtube.com/watch?v=18BOO_TW41g

    All previous versions are available here (just to see the progress):

    http:www.youtube.com/watch?v=NHL5m18kZHI

    http:www.youtube.com/watch?v=a0noUWNWZHM

    This is still a WIP so I will be throwing in more updates.

    Enjoy! :)

    Posted in: Artist Tavern
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    posted a message on Exporting particle effects

    @Zolden: Go

    Note that even particles like spark coming of from Barracks' engines (which are visible as dots) have the texture. I don't recall any particle system that is present in StarCraft other than the ones with sprites (well maybe there are some with "model parts" which are calculated as rigid bodies but I might be wrong).

    Posted in: Artist Tavern
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    posted a message on NitG

    Hats down mr Nerfpl :) every tool like this gives so much power to the developers :)

    Posted in: Third Party Tools
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    posted a message on Have a look, there is my N-th model

    @Zolden:

    Ok so you have selected the Cargo Dirigible but it has an icon of a dropship :) This icon is called wireframe in editor (the one above health and energy)

    Posted in: Artist Tavern
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    posted a message on Have a look, there is my N-th model

    Hey! Add wireframe picture :) It's like 5 minutes of work and makes you feel even better :D
    Fun stuff :)

    Posted in: Artist Tavern
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    posted a message on [Help] Custom model shows up with a white/pink texture

    @TheManateeTwo: Go

    That's a bummer man :/ there is http://www.turbosquid.com/FullPreview/Index.cfm/ID/216264 a model in max format but it's mapping is also messed up. But you can try it. Just remember to go dwon with the polycount.

    Ok so my advice is this: learn the mapping process :) It's really not that hard. Just look at this tank and think what basic geometric figures you have there and apply per-face (or per-face selection) proper mapping. Eg; the barrel will have cylinder mapping, the turret part is planar from the top and on the sides. So on and so forth.

    Try it :) or find another mapped object.

    Anyway, if you apply the texture to this .max tank it should work.

    Posted in: Artist Tavern
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    posted a message on [Help] Custom model shows up with a white/pink texture

    @TheManateeTwo: Go

    You have the texture right? Attach it if you can. It's quite difficult to layout the UV to fit the texture but you may try ;)

    Where did you get the model from? If it's from other game then try to export it again and see what's going on with the mapping before you export it to StarCraft.

    3Dsmax is IMHO pretty lousy when it comes to laying out the UVs, but you may find it handy for this tank. It's pretty easy to lay it out since the model is non-organic. You can also try to do it in Wings or Blender (Wings is also free) or you can try Unfold3D (but it's paid). Nonetheless they're using the same algorithm for unfolding.

    You can check out mapping basics here http://download.autodesk.com/us/3dsmax/2011/help/index.html Just go to the "Introduction to Materials and Mapping" and "Controlling a Texture with Unwrap UVW" sections and with a bit of practice you'll learn to lay out the UVs in no time :)

    But again, check the source of the model if it has any mapping.

    cheers

    Posted in: Artist Tavern
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    posted a message on [Help] Custom model shows up with a white/pink texture

    Hehe that's ok :) If you'd see my project catalogue you'd loose all hope in humanity :P

    EDIT: Ok the model doesn't have proper UV mapping. Apply the Unwrap UVW modifier, you'll see they're all stacked down to the left lower corner (yeah, that little white dot ;) ).

    Apply UV mapping, remember to import textures first, close the editor, open the map, import the model last.

    Oh and it's 72k polys! That's way to much :) Get rid of the tracks and you're 30k polys ahead :)
    I'm sure you can go down with it to like 3k-7k easily.

    Cheers

    Posted in: Artist Tavern
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    posted a message on [Help] Custom model shows up with a white/pink texture

    What about the material? Is it set properly?
    Can you attach the .m3 file?

    Posted in: Artist Tavern
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    posted a message on What requires re-rigging? 3DSMAX

    You can't revert back to what Editable Mesh was before if you didn't convert the model to Editable Mesh in the same session (you could by using CTRL+Z). But Editable Mesh is the most basic level of geometry so there's no reason to go back to anything since it won't be exportable by the script. If the part you want to attach from another model doesn't require deformations you could just skin the entire model with one bone (or just attach the model to the bone using SELECT AND LINK option but I don't know if it's working).

    If you go back one level beneath the skin modifier and edit the model by removing some polys or vertices you actually are changing the numeration of the vertices. Maybe that's why it's not exporting properly.

    Show some images, that might help.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Varine: Go

    Yeah, I see the point of doing another thread but then again it's just an extension of a tool written by NiNtoxicated, it's nothing totally different. A better solution would be to add me to the http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ section so I can do updates.

    I think it's worth it; Blizzard's tools are not released yet and there's Displace material on the way. I'm going to update it at least once in the near future.

    @maverck: Go

    Can you say precise what kind of work would be very much appreciated? ;)

    Posted in: Third Party Tools
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