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    posted a message on [Contest] 3D Modeling

    I suppose it's not too much. It just feels like a lot. I'll give it a shot regardless though.

    I think I'll do vivi.

    Posted in: Artist Tavern
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    posted a message on [Contest] 3D Modeling

    I don't know. I think making a model and a texture in 19 days is a little too much to do...

    Posted in: Artist Tavern
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    posted a message on [Contest] 3D Modeling

    Do you want us to animate / rig / texture / un-wrap them?
    Because: It takes a long time to texture from scratch, let alone model, and I have little animation experience.

    Edit: also, do you want the polygon optimized for gameplay or can it be cinematic polycounts?

    Posted in: Artist Tavern
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    posted a message on [Contest] Melee AI
    Quote from Sixen: Go

    @Callex: Go

    I still think that'd be a cool idea though, :O.

    @TheSecretArts: Go

    Anything you want, :). As long as it's Melee. It can't just start mining and then go make you a coffee.

    @iHaveReturnd: Go

    Like I said, it's an unexplored area, :). I'm going to take my hand at it as well.

    what if I wanted it to summon, at-will, 9001 void rays and decimate an opponents base?

    Posted in: Project Workplace
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    posted a message on [Contest] Melee AI

    @vjeux: Go

    Any rules on what the AI can do?

    Posted in: Project Workplace
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    posted a message on My Model - The Starbridge
    Quote from tigerija: Go

    Is that thing on the wing and image or its modeled ? Coz you can do this with texture... instead wasting polys.

    It's piping and I already considering just texturing it but because the polycount is already pretty low, and since the mod I'm creating has limited amounts of models on-screen at any time, I can go higher detail. This model (with modeled detail) has fewer polygons than most sc2 models (I'm pretty sure).

    Posted in: Artist Tavern
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    posted a message on My Model - The Starbridge
    Quote from AegisRunestone: Go

    Hawt. :) Seriously, that's going to be awesome once we can do animations.

    haha, thanks. Awesomely enough, it doesn't really need any animations except a turning animation where the engines rotate along the YZ plane (up/down). It's just getting the particles to work and then it will be "very nice." The texturing is going to be a pain though. (I've only successfully textured one model, and I have never textured a model efficiently and never have used custom textures : /)

    Posted in: Artist Tavern
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    posted a message on My Model - The Starbridge

    This is the first model I've made in a couple years, so bear with me. The last time I made a model was probably two or three years ago and it was a collection of Warcraft 2 models. (only one of them got finished)

    This is my Starbridge, it is for use in my Escape Velocity project if I ever hear back from AmbrosiaSW's PR rep on whether I have permissions to recreate their game for Starcraft 2.

    It has 856 trigons (many fewer polygons), and is not completed as of yet. I still have to model a few more details on the hull and put a black cap the engines (so you don't just see right through). I'm anticipating a total of around 1000 to 1100 trigons on the finished model.

    Edit: It would've been useful if I linked my reference material.... http://images2.wikia.nocookie.net/evn/images/0/0a/Starbridge.png

    Posted in: Artist Tavern
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    posted a message on [Contest] Cut Scene

    Eiviyn, that was really cool!

    I wanted to do something like that but I thought it would be impossible! Props.

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene
    Quote from Forge_User_48274983: Go

    @frasze: Go

    Hahaha yeah it's gonna be brought down a lot when I have the Editor again, it's from the imported music which 80% of the track's length I don't use.

    Here's a version that can be played in EU btw

    What is that file-size I don't even????

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Final version

    Embed Removed: https://www.youtube.com/v/T-XHKvg1KFk?fs=1

    props to mrm3fan and asa who both recording it. I'm using mrm3fan's because the sound came out perfectly.

    I am pleased.

    Map: http://www.sc2mapster.com/maps/wasteland-patrol/

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    @frasze: Go

    I believe I have fixed my map if you want to try frapsing it again! Thank you in advance.

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    If someone could do mine too, it would be appreciated. http://www.sc2mapster.com/maps/wasteland-patrol/ There shouldn't be any problems loading it if you go through Galaxy Editor test map to run it. Sometimes the audio desyncs from the video (due to the way I run the audio) and if that happens, you have to restart it unfortunately. (you can tell if it is desynced if a person in the car starts talking, but the camera hasn't switched to him until a second later, or the crash sound is misaligned by a second or more)

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    I uploaded my cinematic map to the "Maps" section. If someone could fraps my cinematic (as it won't look any good on mine), it would be appreciated. Please record the loading screen aswell! Note that it needs to be in 16:9 aspect ratio and any lag during the game will desync the audio and video (unfortunately :( ). The cinematic should be exactly 60 seconds. http://www.sc2mapster.com/maps/wasteland-patrol/files/

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Here is an alpha of my video, bear with the terrible quality that my computer and fraps together yielded (and the few seconds that got cut due to trial fraps dropping me at the 30sec mark). The sound gets a little desynced at the end due to my computer slowing down the game.

    Embed Removed: https://www.youtube.com/v/RV5AipBtjtM?fs=1

    (it's being processed as this was posted, should be ready soon)

    Someone else will need to make the final video (on a 16:9 resolution).

    Posted in: Project Workplace
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