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    posted a message on Caves with 3DS Max

    It depends on the cave, the simplest method I can think of is to use a cylinder and vaguely form out your cave, then add a noise modifier to it and mess with the settings. After that tweak sections, soft selection would be useful here until it seems good. Then apply a normals modifier and your cave will now have its textures displayed on the inside, as to how you will make its pathing work in SC2 editor.... not sure on that bit. Hope this helps.

    Posted in: Artist Tavern
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    posted a message on Kerrigan Portriat model rigged and skinned, only limited animations

    Hey everyone, made this 8 months ago with Nintoxicated's sweet Max importer/exporter for .m3 files. Sadly my old computer broke and I only just got a new one, in my finals and busy so figured I'd toss it up here for those of you who might want to use it. You may be surprised but I had hundreds of these models running around (400 in SC2 editor) with no lag on my old computer, and it was not the best at the time by any means. If you use it for something then please include me in the credits for the model if you have any, also please inform me as I am curious to see what people will do with it. Pretty much use however you want and all that stuff, enough chat, have at it fokes.

    The animation for walk was only in conceptual stage so its not great, but several hundred feet up you wont notice in game. Nintoxicated link

    [URL]http://www.mediafire.com/?w8v96v51wv3i1[/URL] Link Removed: http://www.mediafire.com/file/1l5bjnnly90hksf/kerr anim upload edition.max Also note that this was last used in max 2011

    Posted in: Artist Tavern
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    posted a message on Zerg Escape map, some teaser clips of parts of it

    Ok, I'm working on a new map about a small zerg hive thats held in a holding area for testing purposes. Along this map you will have to fight many, many, large and cool bosses. Do to this and my still limited, however steadily growing skills at the Galaxy Editor, the map wont likely be done for a while. However in the mean time i am going to post the odd piece about the stuff I'm making for it. The purpose of these pictures are, mostly at least, so people can ask how i did something that they see in my posts, and then I will try to respond, so, in recap, if it looks cool, say yay, if not then a nay will do, if you want to know how i did it, say cow.... er, i mean how? oh well, here's the first pic.

    //a.imageshack.us/img837/8712/laserdrillmech.jpg" rel="noopener nofollow" target="_blank">http://a.imageshack.us/img837/8712/laserdrillmech.jpg[/IMG][/URL] Uploaded with [URL=http://imageshack.us]ImageShack.us" alt="Massive machine teaser" title="Massive machine teaser">

    Posted in: Artist Tavern
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    posted a message on AC130K - Ruins (tech demo)

    To do that you would want to export the model, and cut it into the two segments, problem is after re splicing animations you would have to get the turret to still use the same animation parts as the unit or the legs/waist. This i am unsure, i dont know how you would coordinate differing stand animations and fidgets or make it so both parts choose the same of any animation when you have multiple options, ie: stand , stand 01, stand 02. My guess is lots of events.

    Posted in: Project Workplace
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    posted a message on SM Nova Stand Animation

    Dont mean to but in and be annoying but i have been trying to do a similar thing with the kerrigan zerg portrait, my attempts however to give it animations and then import it are all failing, I dont know how to get the animations on the model to play for a unit after i import them, if you got some time some help would be appreciated a LOT, this whole thing is driving me crazy, use max 2010 btw.

    Posted in: Artist Tavern
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    posted a message on AC130K - Ruins (tech demo)

    http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/#comments is an importer exporter, but i cant get it to work, and no one has a vid tutorial, so i could use some help on that.

    Posted in: Project Workplace
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    posted a message on AC130K - Ruins (tech demo)

    I noticed the custom animations and stuff, the reloading and swapping weapon from his back, may i inquire as to how you did that? i'm having some serious trouble with my attempts to get my 3dsmax models into sc2.

    Posted in: Project Workplace
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