Ok I'm back guys, and I'm reworking my balrog model, I am currently adding some pieces of armor to make it more interesting,
and maybe upgradeable (level 1 without armor, level 2 only the shoulder plate or sth...)
The biggest problems a newbie has in 3dsMax is how to do this simple little thing? or how the f* can i split that polygon in twice etc.
All the small things ;)
There is only one way, youtube youtube youtube, start by creating REALLY simple things like a usb flash drive, or a chair or sth, but do it
with patience, and try to add materials (shortcut "M") to it etc, until the scene is completely finished.
Then start another thing, maybe little house, you could use photos for the textures at the beginning.
After you finished a framework building for example and became familiar with the essential extrude, split plane, etc. functions
try to follow one of these time consuming head modelling tutorials, for example the plane modelling technique, where you are
setting up 2 photos of a human head (front/side) and just start with the eyes and try to get a nice head.
Yep same problem here, I think it should work as said above, but it does not, and that's very bad, because you could save a LOT of texture space by just increasing the frequency, maybe it is implemented in hots
I think there is a better way for making terrain and water at such a zoom level. In the Artist tavern Forum there was a thread about using decals as ground textures. With animated Textures (if one time there will be a better exporting script for max) you could create realistic(or at least civ like) looking water, rivers, etc. And such decals could be created as hex tiles, which you could place via your random terrain engine, so the single tiles are more obvious to the players and It would look better.
For starcraft 2 I recommend using 3ds Max for your base meshes and exporting, because there are no exporters for Maya released. (And I for myelf had some trouble modelling in Maya and then using 3ds Max for the export, my mesh was srewed up, flipped polygons etc. in some cases...)
For direct painting you can also use Mudbox, but you should still unwrap your model, even if Mudbox would allow you just to unwrap it in every single triangle^^
So you would start in 3ds Max, export to Mudbox, sculpt the detail for the normal map etc. and then paint it in Mudbox and extract the Texture for dd. conversion for example :)
Yes, but the proportions have to be kept in mind. If you would look at this model from a 70° angle it would look shitty because the arms are waaay to small for those legs for example. I THINK ;)
you can download multiple verisons of ALL programs ;) 32-bit, 64, bit, 2010, 2011, 2012,.... *gg* I use 3ds max 2011 32-bit on my old notebook, then used the 64-bit version on my new computer and now use the 2012 64-bit version, and same goes for maya and mudbox
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DAMN THANX!
THIS shit was the reason I quit SC2 modding, guys.. I AM BACK, Zolden <3 ! I love you dude :D
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Tank you very much mavrck <3
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OMFG, dynamic Snow <3 I really love this!
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Are these tools being updated? I am getting an error with the .tex converter, SND header mismatch
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Too bad I missed it, but will definately watch the saved video, great job
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Ok I'm back guys, and I'm reworking my balrog model, I am currently adding some pieces of armor to make it more interesting, and maybe upgradeable (level 1 without armor, level 2 only the shoulder plate or sth...)
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Yip same here, rigging and animation of humanoids :)
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you mail address and the texture plz ;)
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The biggest problems a newbie has in 3dsMax is how to do this simple little thing? or how the f* can i split that polygon in twice etc. All the small things ;)
There is only one way, youtube youtube youtube, start by creating REALLY simple things like a usb flash drive, or a chair or sth, but do it with patience, and try to add materials (shortcut "M") to it etc, until the scene is completely finished.
Then start another thing, maybe little house, you could use photos for the textures at the beginning.
After you finished a framework building for example and became familiar with the essential extrude, split plane, etc. functions try to follow one of these time consuming head modelling tutorials, for example the plane modelling technique, where you are setting up 2 photos of a human head (front/side) and just start with the eyes and try to get a nice head.
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Yep same problem here, I think it should work as said above, but it does not, and that's very bad, because you could save a LOT of texture space by just increasing the frequency, maybe it is implemented in hots
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Great project.
I think there is a better way for making terrain and water at such a zoom level. In the Artist tavern Forum there was a thread about using decals as ground textures. With animated Textures (if one time there will be a better exporting script for max) you could create realistic(or at least civ like) looking water, rivers, etc. And such decals could be created as hex tiles, which you could place via your random terrain engine, so the single tiles are more obvious to the players and It would look better.
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A balrog I am working on. Just finished the first sculpting layer.
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For starcraft 2 I recommend using 3ds Max for your base meshes and exporting, because there are no exporters for Maya released. (And I for myelf had some trouble modelling in Maya and then using 3ds Max for the export, my mesh was srewed up, flipped polygons etc. in some cases...)
For direct painting you can also use Mudbox, but you should still unwrap your model, even if Mudbox would allow you just to unwrap it in every single triangle^^
So you would start in 3ds Max, export to Mudbox, sculpt the detail for the normal map etc. and then paint it in Mudbox and extract the Texture for dd. conversion for example :)
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@ALphaShadow
Yes, but the proportions have to be kept in mind. If you would look at this model from a 70° angle it would look shitty because the arms are waaay to small for those legs for example. I THINK ;)
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you can download multiple verisons of ALL programs ;) 32-bit, 64, bit, 2010, 2011, 2012,.... *gg* I use 3ds max 2011 32-bit on my old notebook, then used the 64-bit version on my new computer and now use the 2012 64-bit version, and same goes for maya and mudbox