Max isn't easy to use. Probably easier compared to the old Blender UI. But there are programs which are even easier to use, and learn, such as Lightwave 3D, which I use. It has great tools like polygon down-sampling and uv un-wraping, to prepare a model for texturing.You can also get great deals on v9.0 of the program.
The bear model at 470poly and 2 animations is 170KB. But the bottleneck lies in the textures.
That's why i converted the .tga 512x512 textures to .dds But still they're 342KB each.
I'm using 2 textures the normal and diffuse maps. So in total the model is 854KB.
Now I'm wondering whether the models get compressed on export. I mean if I zip it, the filesize is 373KB.
GhostNova91 looks good. Could you gather the high poly versions?
Converting to a low poly unit is relatively easy.
Here's a recent convert from a 30,000poly model I did:
1,368 polys
The texturing is rough because it was just a material bake-in,
proof of concept thing.
@TheSnottyMidget the marine wouldn't have to be reanimated. I mean once you group the models together. The marine could be moved via an additional bone which would displace its position.
Thanks zeldarules28,
I had a plan for this model to develop it into what the 2d flash version I made was like:
But now I'm just looking to partner up with a team working on a project which requires 'original' content to be modeled, textured, and animated.
I usually double in art and programming. But currently I'm looking to build my 3D portfolio.
I was wondering if there were any map projects that required some fully custom units.
Currently, I don't have set map ideas and I don't want to just modify existing units.
I'm looking for some creative unit development work.
Units that would have to be built from the ground up.
If you guys have concept art and want it made into a unit that would be great.
Here's my first custom unit. It has basic walk and stand animations.
Here's the in-game demonstration. Don't mind the lag - it's due to the recording.
The problem is that the model isn't UV based at all. It's material based.
It displays fine in my favorite modeling program; Lightwave 3D.
But it has 49 materials. Some contain just color data, others contain planar textures.
So what you need to do to fix it is to bake the material data as well as texture maps into one texture map.
But first you need to auto-weld all points, and UV-unwrap the model.
I did it quickly with an atlas unwrap but that's not recommended. Check the attachment.
My animations are biped based.
I mix them in motionflow and export them out as bones once they're done.
I find it's easier to manage and this way I continuously build on a .bip animations library.
I'm also interested in setting a website for a pool of user-created SC2 models and .bip animations.
I finished up the scripting and terraining for a Kodo Tag remake.
Now I'm looking for a partner who could help me finish it up with customizing units.
Send me a PM if you're interested.
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Another great model. Keep up the awesome work.
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Max isn't easy to use. Probably easier compared to the old Blender UI. But there are programs which are even easier to use, and learn, such as Lightwave 3D, which I use. It has great tools like polygon down-sampling and uv un-wraping, to prepare a model for texturing.You can also get great deals on v9.0 of the program.
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Well, yah I didn't work on data editing much at all yet. If you need help with it let me know.
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Hey, my map is called Ultralisk Tag! ROFL Stop stealing my maps :p Sure. Let's do it up. I'll pm you the map.
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@aGoomba I'll check it out.
@Wolf1322 could you pm me the details?
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The bear model at 470poly and 2 animations is 170KB. But the bottleneck lies in the textures. That's why i converted the .tga 512x512 textures to .dds But still they're 342KB each. I'm using 2 textures the normal and diffuse maps. So in total the model is 854KB. Now I'm wondering whether the models get compressed on export. I mean if I zip it, the filesize is 373KB.
0
GhostNova91 looks good. Could you gather the high poly versions? Converting to a low poly unit is relatively easy. Here's a recent convert from a 30,000poly model I did:
1,368 polys
The texturing is rough because it was just a material bake-in, proof of concept thing.
0
@TheSnottyMidget the marine wouldn't have to be reanimated. I mean once you group the models together. The marine could be moved via an additional bone which would displace its position.
0
Thanks zeldarules28, I had a plan for this model to develop it into what the 2d flash version I made was like: But now I'm just looking to partner up with a team working on a project which requires 'original' content to be modeled, textured, and animated. I usually double in art and programming. But currently I'm looking to build my 3D portfolio.
Here's an HDR render of the model.
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I was wondering if there were any map projects that required some fully custom units. Currently, I don't have set map ideas and I don't want to just modify existing units. I'm looking for some creative unit development work. Units that would have to be built from the ground up. If you guys have concept art and want it made into a unit that would be great.
Here's my first custom unit. It has basic walk and stand animations.
Here's the in-game demonstration. Don't mind the lag - it's due to the recording.
0
Here's a screenshot of the map. It's based on the Warcraft 3 Kodo Tag Xtreme v2.3 map.
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Just watch this tutorial: Bake all the materials targeting one uv map. Just diffuse without any lighting or shadows.
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The problem is that the model isn't UV based at all. It's material based. It displays fine in my favorite modeling program; Lightwave 3D. But it has 49 materials. Some contain just color data, others contain planar textures. So what you need to do to fix it is to bake the material data as well as texture maps into one texture map. But first you need to auto-weld all points, and UV-unwrap the model. I did it quickly with an atlas unwrap but that's not recommended. Check the attachment.
0
This is really interesting I'm interested in joining the 3D Designers pool.
Here's my first SC2 model: http://yfrog.com/8bbearyj and a video of it with animations, in-game:
My animations are biped based. I mix them in motionflow and export them out as bones once they're done. I find it's easier to manage and this way I continuously build on a .bip animations library.
I'm also interested in setting a website for a pool of user-created SC2 models and .bip animations.
0
I finished up the scripting and terraining for a Kodo Tag remake. Now I'm looking for a partner who could help me finish it up with customizing units. Send me a PM if you're interested.