• 0

    posted a message on Request [Baneling model]

    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

    Posted in: Art Assets
  • 0

    posted a message on Cliff Brush questions

    @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.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Mech in the making

    @rustychops: Go

    Will do when I hit that stage lol...I'm still randomly making hills and craters lol.

    Posted in: Artist Tavern
  • 0

    posted a message on Cliff Brush questions

    @happy04: Go

    Awesome thanks for that!

    hrrrrrrrrm.........back to the drawing board.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Cliff Brush questions

    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?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Mech in the making

    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.

    Posted in: Artist Tavern
  • 0

    posted a message on Mech in the making

    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.

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.