Very nice. I'm sure the texture work is gonna be the hardest part for that model.
i planned on making it glow with double lambert, and adding a few particles to simulate the flames. you're right though, the texture should be reaaaal fun... lol
did a little more to it.. added the whiskers and thinned out his cloak a lil bit. also added detail to his turtle neck thingy
In the future I'll be adding custom painted diffuse textures to the spacecrafts I do, but this one will have to do without it for the time being. If you wish you can import it into sc2 editor and add your own diffuse to it
Anywho I'm creating this thread for any spacecrafts I make in the future and anyone can use them if you like
unclesatan, thank you for your input. I will address your description to the company, because it's a pretty complicated mesh for me to work on it.
you're welcome! when editing certain models I got the same error and it's just safeguard to keep your model from causing memory leaks. definitely contact the company and ask them for information on successfully editing their models. I know there's a tutorial somewhere on it, I just can't for the life of me find it. It might be in the art tools documentation as well.
For 1), I could not export the model so I could not really see the result. I keep getting this error when I try to preview a specific model in the SC2 Editor, which says "Degenerate triangle removed in model mesh."... "Failed to convert geometry". I have read that if sub-objects of one mesh share common geometry points, it will not allow the model to be exported, but a) I don't know if this is the case (it's a speculation, really) and b) how would I fix it, in case a) is true?
This happens because in Starcraft 2, when there is intersecting triangles or triangles that cause an open hole in the mesh, the graphics engine will cause lag. This usually happens when you cut something off a model. Try and find the spot where you cut whatever it is off. Then close the hole, or edit the vertices so that the triangles aren't intersecting.
Yea, I know, they'll be low poly and technically fit sc2. It's just the design, they are first, not perfect for almost top-down view, because most of details are on sides of their bodies, and second, not perfect as small units, because details are small too, so most will not be visible. If you check any sc2 model's body proportions, you'll notice, that they are as fat as tall, and detalisation is focused on top part of the models. It's the problem for most wow models - they are too tall and lean. And that guy in a hat will be just walking hat. (but still, great models)
Oh I see what you mean now. Yeah I actually somewhat designed 2/3 of them with the fact that they will be small and more difficult to actually view in the game. I think most of them look really nice from far away (probably better than close up actually haha) but you're absolutely right, certain anime characters will be nigh impossible to distinguish from a certain distance. Walking hat guy.. good call there.
Maybe I'll make them all bigger ingame than the average Starcraft model.. something to ponder for sure. Thanks for the feedback, I actually never spent much time thinking about that.
On a secondary note I got a spaceship almost ready to be textured with UVs and Normals. I messed up the workflow so it's being kindof a pain to get to low-poly, but I'm chipping away at it..
Great work so far.
Two artists that have really inspired me in digital sculpting are SupremeFunk and HazardousArts.
Both are awesome sculptors, I always learn something new every time I watch a vid.
Definitely worth checking out.
I've actually followed Supremefunk's art on the zBrush forums for a small while now, he's definitely an incredible and inspiring artist. His faces are so amazing, I didn't know he had a youtube channel though, so this will be valuable to future sculpts!!
HazardousArts is also quite amazing, I'll be checking his work out for a good while, I really like how he does hair.
I can't think of a map that has done something like this, what a great concept! I think anyone who likes to type and knows standard typing positioning would get great use out of this!
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somethin crazy, i had a wild hair in me when i sculpted that cyborg... thing.
a cyborg totem pole o.o
i'll be making better spacecrafts soon haha
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this looks really well put together, very very nice!
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the hard surface armor gets me good. i need more practice, but for now here's master chief, an updated samus too.
master chief update
Buster Sword from FF7
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the process of taking this from zbrush to 3DS max to Starcraft 2 took about 3 hours less than the other one, now that i know what to do.
available for download, the .m3, .obj, .max and .dds maps are all in the archive
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Zolden wanted me to upload the file in .max with the diffuse/norms so here it is
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i planned on making it glow with double lambert, and adding a few particles to simulate the flames. you're right though, the texture should be reaaaal fun... lol
did a little more to it.. added the whiskers and thinned out his cloak a lil bit. also added detail to his turtle neck thingy
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Naruto, Bijuu form.
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http://www.sc2mapster.com/assets/spacecraft-1/files/1-spacecraft-1/
edit: became unlazy and made a quick diffuse for it
edit2: became less lazy and made a better diffuse for it
edit3: zip file containing different versions of the craft http://www.speedyshare.com/sRDSR/Spacecrafts.zip
In the future I'll be adding custom painted diffuse textures to the spacecrafts I do, but this one will have to do without it for the time being. If you wish you can import it into sc2 editor and add your own diffuse to it
Anywho I'm creating this thread for any spacecrafts I make in the future and anyone can use them if you like
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My god man. This looks more incredible every time you post screenshots.
It almost looks like Skyrim or Oblivion. Very very well done, an inspiration for sure.
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you're welcome! when editing certain models I got the same error and it's just safeguard to keep your model from causing memory leaks. definitely contact the company and ask them for information on successfully editing their models. I know there's a tutorial somewhere on it, I just can't for the life of me find it. It might be in the art tools documentation as well.
0
This happens because in Starcraft 2, when there is intersecting triangles or triangles that cause an open hole in the mesh, the graphics engine will cause lag. This usually happens when you cut something off a model. Try and find the spot where you cut whatever it is off. Then close the hole, or edit the vertices so that the triangles aren't intersecting.
0
Oh I see what you mean now. Yeah I actually somewhat designed 2/3 of them with the fact that they will be small and more difficult to actually view in the game. I think most of them look really nice from far away (probably better than close up actually haha) but you're absolutely right, certain anime characters will be nigh impossible to distinguish from a certain distance. Walking hat guy.. good call there.
Maybe I'll make them all bigger ingame than the average Starcraft model.. something to ponder for sure. Thanks for the feedback, I actually never spent much time thinking about that.
On a secondary note I got a spaceship almost ready to be textured with UVs and Normals. I messed up the workflow so it's being kindof a pain to get to low-poly, but I'm chipping away at it..
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I've actually followed Supremefunk's art on the zBrush forums for a small while now, he's definitely an incredible and inspiring artist. His faces are so amazing, I didn't know he had a youtube channel though, so this will be valuable to future sculpts!!
HazardousArts is also quite amazing, I'll be checking his work out for a good while, I really like how he does hair.
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I can't think of a map that has done something like this, what a great concept! I think anyone who likes to type and knows standard typing positioning would get great use out of this!
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I like the idea of this map! You should make it so it's like Twisted Metal almost, with weaponry and different vehicle specs! :)
I can't guarantee anything, but I'll attempt to give a swing at this map sometime this week!