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    posted a message on ModCraft - Weekly Workshops, Tutorials & Discussions

    Good show guys :D
    Assets and video on demand are now added.

    Posted in: Artist Tavern
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    posted a message on ModCraft - Weekly Workshops, Tutorials & Discussions

    Finished assets

    Episode 1

    Episode 2

    • Top Hat
    • Shrine and Level Coming soon

    Episode 3

    Episode 4

    Episode 5

    • Hextiles Coming soon
    • Flip-Ability Coming soon

    Remember to give Credits to ModCraft in your map when using any of our work.

    That will increase the number of people knowing of the Show, which is good for all of us.

    Posted in: Artist Tavern
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    posted a message on [Help!] I'm trying to learn how to texture things/edit textures could someone teach me the basics and so on?

    We'll be covering basic UV mapping and texturing <sub>and importing into SC</sub> this Saturday on ModCraft.

    Posted in: Artist Tavern
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    posted a message on [UltiDrgn]'s Request Corner

    Your own personal hell, eh? ;P
    I want a carrier that opens up, a huge ball of plasma starts charging, and then a huge laser beam shoots out! <sub>(no, not really)</sub>
    Learn to get on IRC.

    Posted in: Art Assets
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    posted a message on Custom Texture Take Error

    Normal and specular are probably doing something weird.
    If only we had a huge thread about how to do these things properly.
    ... Oh wait... ¬_¬

    Posted in: Artist Tavern
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    posted a message on [HELP] M3 Import with no Textures :(

    Normals and spec seem to be broken. Refer to my article for ways to fix that.
    Looks pretty neat otherwise. Did you model it?

    Posted in: Artist Tavern
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    posted a message on [Article] Modelling and Exporting for StarCraft2

    Appendix A

    Useful links:

    Posted in: Artist Tavern
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    posted a message on [Article] Modelling and Exporting for StarCraft2

    Title

    This article will try to explain the steps needed to create an asset for StarCraft2 from start to finish. I will try to keep is updated as much as I can.

    Things you should know before reading this article:
    • The article assumes you already know how to model both high and lowpoly meshes
    • The article is based on trial and error, and the information provided should not be treated as a fact
    • This article may become outdated, but some of the techniques described will likely still be applicable
    • The article contains subjective views
    • May contain nuts

    Table of Contents:

    1. Planning your asset
    2. Modelling the highpoly mesh
    3. Modelling the lowpoly mesh
    4. Tweaking the lowpoly mesh
    5. Baking normals
    6. Texturing
    7. Modifying the StarCraft2 shader
    8. Exporting
    9. Importing into StarCraft2





    1. Planning your asset

    When producing an asset with the intent of using it in StarCraft 2 one should keep in mind the scale of the existing ingame objects, the camera distance, field of view, angle of attach, etc.

    Unless the map for which the asset is intended will be using camera model(s) completely different from the original, you will need to take a few things into consideration before starting work on the asset.

    The following assumes that the intended map will use a default(or close to) camera:

    • The camera has a very high angle of attack(pitch), high distance from the target, and a relatively large field of view. This means that your asset will, mostly, be viewed from above, and will be relatively small.
    • Adding excessive details to the bottom of the asset would be redundant, and would cause unnecessary loads on the game engine.
    • The asset itself should have a higher concentration of details on the top, while the bottom has the minimum details needed to convey the feeling intended.
    • You need to consider the silhouette definition very well, as in an RTS game it is likely that there will be a high concentration of assets in a very small area.

    Having a clear, readable silhouette and color scheme is key. I urge the readers to avoid glowy bit hell if the asset has bad readability. That's never helped anything.(see UT3 etc.)

    When picking colors for your asset, try to avoid using excessive black or grey, unless necessary, as these colors are very common across all SC2 assets and may greatly decrease the asset's readability ingame.

    2. Modelling the highpoly mesh

    When modelling the highpoly you should always keep in mind the scale of the asset. If you're adding fine details, they will likely look tiny ingame, if they're visible at all.

    On the highpoly, you should keep the scale of the details fairly large. They should be clearly visible even if the camera is far from the model. As with any model, try to avoid concave polygons, and stars. In some cases, pentagons may work very well with corner joints.

    3. Modelling the lowpoly mesh

    Because of the scale of the model, and camera distance, you can afford to omit some of the larger details from the lowpoly model. Normal maps should work fairly well at a distance. Try to keep the model in quads(We'll discuss triangulation later), as it makes the model easier to manage.

    A thing to keep in mind is that ngons and stars are VERY bad. Avoid them at all costs. Keep the topology in triangles and quads. Concave polygons also seem to cause some trouble, but not as much.

    4. Tweaking the lowpoly mesh

    What you should do is manually check your triangulation, so that you don't have stars in the mesh. After that, set your normals as you would for baking. The tricky part is that you need to split your model by smoothing groups(this may be done after baking as well, with no adverse side-effects). Otherwise, when the model gets exported, one smoothing group gets applied to the whole model. This potentially causes the normals to break, and some serious specularity issues(depending on the model).

    Depending on your model, you may need to explode it for baking.

    5. Baking normals

    There are no special steps for baking. I strongly advise AGAINST using 3ds Max's baking engine(or any other app's for that matter). The built-in baking engines are mostly horrible. I urge people to use xNormal for baking. It's a free program that can bake AO, normals and some other stuff with very high quality output. You don't need to make a projection cage, and you can set ray distances. You can download xNormal here: http://www.xnormal.net/

    I suggest baking AO and then setting the result as overlay with a medium opacity over your diffuse map, as it gives the model some extra depth.

    6. Texturing


    Diffuse

    When creating the diffuse map, do it as you would normally. Try to use multiple layers for each element, as this may come in handy later. If you want to use team colors, you need to add an alpha channel. On the alpha channel, white is your original texture, and black is where the team color will appear.
    This is where multiple layers come in handy.
    You can select sub-elements that you want to retain their color and fill the selection with white(or whatever) on the alpha channel.

    Specular

    The specular map is a bit weird.
    The color has a huge effect on the model, and the luminosity has a huge impact on the specularity, regardless of what settings you use in the shader itself. Try to keep the specular desaturated, highly contrasted and very bright. You don't need an alpha channel for this map, but in case it looks off try adding a pure white alpha.

    Normal

    The normal map is the most retarded of them all.
    After you've finished work on your normal map, you need to do the following:

    • Copy the red channel and paste it into alpha.
    • Fill the red channel with pure white
    • Fill the blue channel with pure black.

    You can use these Photoshop actions for doing the normal map

    The output of the RGB should look orange.
    If the normal map seems strange ingame, you should try inverting the green channel and re-importing.

    Emissive

    If you are using an emissive map, you should keep in mind that it has a HUGE effect on the look of the model. It's basically a self-illumination map, that starts glowing when it reaches a certain point. You can use alpha for team color.

    <sub><<TODO: Expand for the other maps>></sub>

    Exporting

    When exporting, use the DDS(DirectDraw Surface) format by nVidia.
    You can find the plugin at http://developer.nvidia.com/object/photoshop_dds_plugins.html
    Note that the plugin does not work for 64bit versions of Photoshop.

    Save the image as DXT3, ARGB, 8 bpp, explicit alpha with NO MIP MAPS.
    <sub>StarCraft2 generates its own MIP maps, and if you already have them exported, the overall quality of the image will greatly decrease.</sub>
    You may wish to use different settings, but these are the ones I found work best.

    Exporting

    7. Modifying the StarCraft2 shader

    At the time of writing, the only way to import/export models for StarCraft2 is using NiNtoxicated's M3 plugin for 3DS Max or B<sub>(l)</sub>ender. You can download it here: http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/

    First, you'll need to import an existing StarCraft2 model into your modelling package.
    Once imported, move it to the side so it doesn't get in the way. Go to an empty material slot and change the material type to the new StarCraft2 shader.

    <sub><<TODO: Expand>></sub>

    Specularity and HDR Specular Multiplier both control specularity. For metallic-like specularity, I have found that 100 specularity and 1.5 HDR specular are decent values. This may depend on your specular map as well. The other settings should be pretty straightforward.

    Refer to the image below for examples of Specularity and HDR spec values ingame:

    Material Settings

    With the shader set up, insert your maps into it. When doing so, make sure to use StarCraft2 Bitmap.

    8. Exporting

    When exporting the asset, delete or hide all other models in the scene. Uncheck export hidden and frozen objects in the exporter.
    The "Initial Texture Path" is where your textures will need to be placed in the StarCraft2 editor for them to be linked to the model. Make sure you have "Flip UV Y-coord" checked.
    The animation settings will not be covered, as they are outside the scope of this tutorial.

    9. Importing into StarCraft2

    When importing, first import the textures.
    This will prevent the model from caching itself without textures. After that, save.
    This will write the textures to the map and generate MIP maps. After that, if you haven't already done so, select the textures and rightclick>move them to the directory specified during the export. Import your model into any directory. The texture path is absolute so you don't need to worry about model location.
    You should now have a working model inside StarCraft2. Congratulations!

    Special thanks to Phaos for making this happen.
    Posted in: Artist Tavern
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    posted a message on Custom Live

    Show needs more cake and awesome motion graphics.

    Posted in: Map Review
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    posted a message on [Request] Selendis (Not the Carrier)

    I might give it a shot after I finish the current projects... If I don't forget by then <_<

    Posted in: Artist Tavern
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    posted a message on 3D Modelers Review this thread

    Hai gaiz

    <generic introduction>

    first sc2 model http://img843.imageshack.us/img843/340/flagctf.jpg blah blah yadda yadda

    You can find me on IRC

    Posted in: Artist Tavern
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    posted a message on Signature Workshop

    Sigs, lol ;D

    Posted in: Art Assets
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    posted a message on Mytank

    Too dark, but from what I can tell your topology is funky. Post a better lit screenshot, preferably wires too, and the UVs. Will you be doing a highpoly for baking? If not - Boo!

    I like the concept tho.

    Posted in: Artist Tavern
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