I think this would be easier if you editted the textures instead of the models. Make the centre parts seethroug by editting the spec and diffuse. Then I'm guessing host site operations to place it onto whatever unit you're trying to place the wings onto.
Uh, ok so team colors are from the alpha channel in the diffuse map. You have to set it to use alpha channel as team colors somewhere in 3dsmax. I guess Marines don't need an emissive like protoss.
Waiting for maverck to add the buttons in for research, scarab production, and reaver production. They're pretty simple tasks so it should be soon. We could not figure out the reaver cloaking problem so that'll be a future fix. Ulti's should be working on the corsair warpin stuff and I'm currently texturing te arbiter. That's about it in a nutshell.
The portrait model isn't exactly high poly either. The parts that uses uneeded faces is the dreadlock and ornaments on her head. Remove those and there shouldn't be much of a problem.
As for the legs, i guess some pain staking scultping and massive retexturing.
A high poly one will show up in two years, from blizzard. Humanoid or organic models are ALOT harder then robots or ships,
Couldn't have said it better myself. The most I can offer is a low poly one that can be used in game. It'll take a while though as I'm editting and texturing three other things at the moment.
We're having troubles getting it to cloak. We're also not loading a few buttons correctly. This is a project that we've been working hard on, please respect that.
ok, so you're going to need to find the marine textures in the assets. Find marine_diffuse, open it up with photoshop. You're going to see all the pictures you'd usually see on a marine but laid out flat. Find the picture that looks like a helmet. Edit it to have your helmet picture instead. Save as a dds. argb interpolate alpha. Re-import the textures into your editor (F9). Re link the marine's textures. A bit brief but you should see the picture.
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I think this would be easier if you editted the textures instead of the models. Make the centre parts seethroug by editting the spec and diffuse. Then I'm guessing host site operations to place it onto whatever unit you're trying to place the wings onto.
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Uh, ok so team colors are from the alpha channel in the diffuse map. You have to set it to use alpha channel as team colors somewhere in 3dsmax. I guess Marines don't need an emissive like protoss.
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The chance is absolutely zero in sc3..
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Waiting for maverck to add the buttons in for research, scarab production, and reaver production. They're pretty simple tasks so it should be soon. We could not figure out the reaver cloaking problem so that'll be a future fix. Ulti's should be working on the corsair warpin stuff and I'm currently texturing te arbiter. That's about it in a nutshell.
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The portrait model isn't exactly high poly either. The parts that uses uneeded faces is the dreadlock and ornaments on her head. Remove those and there shouldn't be much of a problem.
As for the legs, i guess some pain staking scultping and massive retexturing.
A high poly one will show up in two years, from blizzard. Humanoid or organic models are ALOT harder then robots or ships,
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@Underp4ntz: Go
Couldn't have said it better myself. The most I can offer is a low poly one that can be used in game. It'll take a while though as I'm editting and texturing three other things at the moment.
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It'd be alot easier if you did it from scratch..
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Why don't you upload the background.dds that you editted??
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We're having troubles getting it to cloak. We're also not loading a few buttons correctly. This is a project that we've been working hard on, please respect that.
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you need to make the alpha channel black not just the rgb
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Please provide the icons.
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looked
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I think you'd make it all black in the alpha...
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Tbh... If they're not random, i'd say seperate units with same stats and model but different textures. If you want the textures to be random.. Idk
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ok, so you're going to need to find the marine textures in the assets. Find marine_diffuse, open it up with photoshop. You're going to see all the pictures you'd usually see on a marine but laid out flat. Find the picture that looks like a helmet. Edit it to have your helmet picture instead. Save as a dds. argb interpolate alpha. Re-import the textures into your editor (F9). Re link the marine's textures. A bit brief but you should see the picture.