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    posted a message on Transfer attributes ?

    Did anyone tried the Transfer behavior effect with attributes ?

    I'm trying to make a beast chomp ennemies and gain some of their attributes.

    Posted in: Data
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    posted a message on [Showcase] Taylor Mouse's Models
    Quote from JacktheArcher: Go

    @TaylorMouse: Go

    I like it but I think the handle needs to be a tad smaller or the blade a bit longer cause now it looks more like a dagger.

    Wildstar swords are the exact definition of "bulky". So, I find this one pretty accurate.

    Wildstar swords

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Looks like ribbons to me.

    Posted in: Artist Tavern
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    posted a message on ['kind of showcase] ZeShmoutt's golem
    Quote from TaylorMouse: Go

    You need to Zero Out the Translation and Rotation of the Animation Controls before you apply the knees and elbows.

    Also, for the three fingers, use a Dummy and position constrain the HI Solver to these dummies, this should make the moving of the fingers a lot easier

    T.

    I'll check that.

    Quote from DrSuperEvil: Go

    Is that a tail bone?

    Also no bone for jaw movement?

    Not the tail, the pelvis :D I followed what TaylorMouse said in his tutorials

    And I don't think his jaw will move anyway.

    Posted in: Artist Tavern
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    posted a message on [Solved] Projectile flight time

    Oh, that's nice. The editor is really poorly translated... in french, they though "flight" is for "flee"...

    Posted in: Data
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    posted a message on ['kind of showcase] ZeShmoutt's golem

    Hello again ! I have some problems for the hands/elbows. Contrary to TaylorMouse's guy, the golem have 3 fingers that will be animated (well, I hope...). And trying to set the elbow helper breaks the whole arm somehow.

    Here's some screenshots.

    Without elbow helper :
    Looks sexy.

    With elbow helper :
    OH GOD WHY

    Quite horrible.

    I attached the 3DSMax scene, so you can mess with it if you need to. Sorry, objects names are (mostly) in french and I'm too lazy to change them ._.


    On a side note :
    Polygon count : 1425, down from 2787
    Vertex count : 1340, down from 2626

    Woohoo !

    Posted in: Artist Tavern
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    posted a message on [Solved] Projectile flight time

    Is there a way for a missile to fly a certain fixed time ? Like a missile that always fly 1 sec even is the target is at point blank.

    Posted in: Data
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    posted a message on [3ds Max, Model] Getting a Regular Model Ready for SC2

    Looks like the 2nd rigging part is broken. Daaaaaaaaaaaaaamn.

    [Edit] Uh, wait, nevermind. Youtube's fault.

    Posted in: Tutorials
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    posted a message on ['kind of showcase] ZeShmoutt's golem
    Quote from Zolden: Go

    I've read it "king of showcase" and clicked expecting something badass :)

    This IS badass. How dare you :<

    Quote from Zolden: Go

    Polycount range for most sc2 units is 2-10K. Ling has 400. Thor has 16K.

    Oh, okay. I guess i'm fine after all...

    Quote from Zolden: Go

    To make nice textures, you can use nDo and dDo plugins for photoshop. The first one will help with normal map, and the second one - with diffuse map. Also, this guy looks more like a low poly model (except the spiral pushes on arms and cracks on the mouth). So, probably you could make a texture this way: get a rocky image, apply it to the model (guess, you know how to uv-map). Then add some details to it with dDo, create a normal map with nDo, and it will look not so bad. Some additional details can be added by brightening the edges. It can be done for example this way: generate cavity map from normal map (in ndo). Use "find edges" ps filter. Invert. Add in a screen mode to the diffuse.

    I'll have a look.

    Quote from Mugen245: Go

    More like Tiny from Dota. Nice work mate. ^^

    Clearly not intended. My inspiration came from this.

    Posted in: Artist Tavern
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    posted a message on ['kind of showcase] ZeShmoutt's golem

    Hello there !

    As I am an almost complete noob in modeling, I come here to search some help and finish something.


    First, some WIP screenshots :

    Front :
    Check that scar.

    Right hand :
    FANCY RUNE

    Back :
    Looks like a spine

    Polycount :
    Much vertex, wow


    And now, the to-do list.

    1) Break the symmetry by adding some details (see the head or the hands for example)
    2) Reduce polycount
    3) Make some nice textures
    4) Animate
    5) Fix it for Starcraft
    6) Death model !
    7) Additionnal spell effects


    And this is where I need help : points 1, 2, 3, 4, 6, 7.

    For points 1, 4, 7, any ideas you have would be a nice help.

    For points 2 and 6, it's a bit tricky as I don't know the polycount range for a standard Starcraft model. This golem will probably be some kind of hero, so I guess it's okay to have more polys than a zergling. How many polys does a zergling have ?...
    Oh, and physics death would be nice. No idea how to do it, though.

    For point 3, I'm just plain noob at this. Any help on how to achieve a rocky texture (or someone good enough to do it) would be nice.

    Well, at least, the point 5 is *quite* fine thanks to TaylorMouse.

    So, any ideas ?

    Posted in: Artist Tavern
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    posted a message on Request: Murloc Icon

    Okay, that sould be easy enough.

    Any reference I could use ? If it's for a unit, which model you uses ; if you want it as a hero icon, etc...

    Posted in: Art Assets
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    posted a message on Spider model request

    Here you go. All textures have to be placed in Assets/Textures.

    Posted in: Requests
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    posted a message on Spider model request

    Any special animations needed or the basics (Attack, Stand, Death) will be fine?

    Posted in: Requests
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    posted a message on Spider model request

    Any preference for the model ? Here's a gallery.

    Posted in: Requests
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    posted a message on Bone problem?

    Isn't Zeratul's mask a ribbon ?

    Posted in: Artist Tavern
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