Hey guys im bored at work, and I am making a personal poster to hang above my workstation. I don't have Sc2 on this machine, and it will be days before I can get home to try an export one myself.
yea, I am gonna spend a week or so doing tutorials learning the editor.
If that's all it takes to make the 3d model work using the editor, that shouldn't be too bad. I foresee a few "Footprint" tutorials in my near future.
Thanks for the info guys!
I have a bachelors in 3d Graphics and Animation, and have worked on a few titles (mainly using the Unreal Engine). However I am more geared for the film industry, making some custom maps seems like a great way to exercise the creative muscle, and I get to work at my own pace.
I will try and post progress when I start taking two steps forward and not backwards.
Hello, I am very interested in making a custom map. I was playing around yesterday in the editor.
I have an awesome idea, but got stuck fairly quick.
Can I not add ramps in "pits" (the lower cliff brush)?
Can cliffs only have 2 levels?
I am aiming at making a spire of sorts, that units would have to spiral up to reach the base at the top...
I am quite proficient in Maya, would modeling the mountain with the paths etc, and then importing it allow me to have the height / style I'm looking for?
before I say there are too many polys I need to get in and see the avg "hero" mesh from SC2. 1-2k isn't too bad, but you also have to factor in how many of these bad boys would be running around ingame.
TBH: I would scap any geometry that didn't directly change the models "Silhouette"....
A good example would be the cogs inside the mechs leg joints..you could easily just paint that as a texture...and save about 2-300 polys from just glancing at the faces I can count.
In terms of the model it looks good design wise, aside from the leg issue.
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Hey guys im bored at work, and I am making a personal poster to hang above my workstation. I don't have Sc2 on this machine, and it will be days before I can get home to try an export one myself.
CAN ANY OF YOU PLEASE HOOK ME UP WITH A BANELING?
I only need the model, pref in .3ds / .obj / .fbx
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@Teny2: Go
yea, I am gonna spend a week or so doing tutorials learning the editor.
If that's all it takes to make the 3d model work using the editor, that shouldn't be too bad. I foresee a few "Footprint" tutorials in my near future.
Thanks for the info guys!
I have a bachelors in 3d Graphics and Animation, and have worked on a few titles (mainly using the Unreal Engine). However I am more geared for the film industry, making some custom maps seems like a great way to exercise the creative muscle, and I get to work at my own pace.
I will try and post progress when I start taking two steps forward and not backwards.
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@rustychops: Go
Will do when I hit that stage lol...I'm still randomly making hills and craters lol.
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@happy04: Go
Awesome thanks for that!
hrrrrrrrrm.........back to the drawing board.
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Hello, I am very interested in making a custom map. I was playing around yesterday in the editor.
I have an awesome idea, but got stuck fairly quick.
Can I not add ramps in "pits" (the lower cliff brush)?
Can cliffs only have 2 levels?
I am aiming at making a spire of sorts, that units would have to spiral up to reach the base at the top...
I am quite proficient in Maya, would modeling the mountain with the paths etc, and then importing it allow me to have the height / style I'm looking for?
0
Nope I hear you on all that, I was just curious.
How do these models need to be rigged to work ingame?
I am gearing up to making some assets for a map project I have in my head.
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before I say there are too many polys I need to get in and see the avg "hero" mesh from SC2. 1-2k isn't too bad, but you also have to factor in how many of these bad boys would be running around ingame.
TBH: I would scap any geometry that didn't directly change the models "Silhouette"....
A good example would be the cogs inside the mechs leg joints..you could easily just paint that as a texture...and save about 2-300 polys from just glancing at the faces I can count.
In terms of the model it looks good design wise, aside from the leg issue.