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    posted a message on [Showcase] NanaKey&Delphinium's Models

    In reply to Veratai:

     Hi Veratai, 
        I can do that, I'll finish it this weekend (tons of requests so this weekend will be quite busy.)
       OK, I finished it. Hope this can help your project~~
    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    Hi everyone, the Terran Carrier is finished, animation, effects and in-game helpers are all done here.

    The model is included in our assets mod, we'll release it as soon as we finish the new version of BLZ Enforcement.

    (If you need it now, please reply and I'll attach the assets below.)

    Yesterday I made a balloon, quite similar to the original design from the Metal Gear.

    Posted in: Artist Tavern
  • 0

    posted a message on [Tutorial] The ruler of attachment points in Starcraft II

    Attachment points have special and strict protocols in Starcraft II, if you doesn't use them correctly, the model will have weird issues. This tutorial is a summary of the ruler of attachment points. I hope it can help you when you are using Blender or 3dsmax.

     

    1) You can only use the name in the list, custom names are illegal. (the list is attached at the end of this tutorial.)

    Example: Pos_Hill  is legal, Pos_DustinBrowder is illegal;

    You can't use custom names.

    Example: Ref_Attacher 01~19 is legal, but Ref_Attacher 20 is illegal;

    Example: Ref_Head is legal, but Ref_Head 01 is is illegal.

    Example: Ref_Weapon Left is legal, but Ref_Weapon Left 01 is is illegal.

    You can't add numbers at the end of the Attachment points unlimited, each kind of Attachment points has its own upper limit.

     

    2) Avoid duplicate names.

    When you added an Attachment volume, the relevant Attachment point will be created automatically.

    Example: If you add Vol_Target to the model, you shouldn't create Ref_Target, for the art tool will create Ref_Target itself at the center of Vol_Target.

    The Ref_XXX is equal to Ref_XXX 00.

    Example: If you have Ref_Head, you shouldn't add Ref_Head 00 at the same time.

     

    3) Special names should be used only at the specified situation:

    Ref_Attacher, this attachment point is used for taking control of the parent bone. For example, the tail of Viper, actor system needs Ref_Attacher to control the movements of the tail.

    (Btw In the beam models, at the end of each beam, there is a helper called "Attacher", Helpers with special names in SC2 can cover the original animations.)

    Ref_Turret, Ref_TurretY Ref_TurretZ, these attachment points are used for standard turret behavior in SC2. A standard turret unit likes siege tank has only one turret. At this situation, using these attachment points can conveniently build your own turret unit.

    If you want more than one turret, you can't use these attachment points. Instead, you can use other attachment points/Bones, and set their turret behaviors in behavior editor, each attachment point/Bone can be a turret point if you correctly set their behaviors.

    Vol_Shield (Ref_Shield), Vol_Shield is used to define the area of shield for Protoss units, it should be a sphere with Scale on X, Y, Z directions. Once Vol_Shield is added, the Ref_Shield will be created at the center of the sphere.

    Ref_StatusBar, Ref_StatusBar is used to define the health bar location of the model (if this attachment exist.)

    Vol_Target (Ref_Target), Used for defining the location that the missiles should hit and the impact effects should be played, usually it's not a point but an area, so Vol_Target is much convenient and common than Ref_Target when you are making a model.

    Ref_Weapon, used for weapon launch.

    Ref_Damage, used for damage effects, like the fire on the damaged buildings.

    Ref_Origin, located at the original point, used as the reference of a lot of events in SC2.
    Ref_Center, located at the middle part of the model, used as the reference of a lot of events in SC2, such as the Buff effects around the body.

    Ref_Overhead, located at over head location of the model, used as the reference of a lot of events in SC2, such as the Buff effects like stun.

    Ref_Hardpoint, used to attach other models, likes medivac carries the Thor. Ref_Hardpoint is the reference location that Thor attaches to the medivac. 

     

     

    4) Attachment Volume can only be special geometries, usually Sphere, cylinder, box and capsule, these geometries are scalable, you can check the art tool help documents for more details.

     

    The list of all legal attachment points in starcraft II (305 in total. This list was summarized in 2013 by Renee, so maybe some new attachment points were added later, but I still suggest that use the names in the list, don't use custom names only if you know they are legal in Starcraft II.)

    Pos_SetLocation
    Pos_SetLocation 01~15
    Pos_RaynorToTychus
    Pos_TychusToRaynor
    Pos_RaynorToHorner
    Pos_HornerToRaynor
    Pos_RaynorToHanson
    Pos_HansonToRaynor
    Pos_RaynorToTosh
    Pos_ToshToRaynor
    Pos_RaynorToSwann
    Pos_SwannToRaynor
    Pos_RaynorToAdjutant
    Pos_AdjutantToRaynor
    Pos_Raynor
    Pos_Tychus
    Pos_Horner
    Pos_Hanson
    Pos_Swann
    Pos_Adjutant
    Pos_JessicaHall
    Pos_MarcusCade
    Pos_Warfield
    Pos_Hill
    Pos_Merc03
    Pos_Tosh
    Pos_Firebat
    Pos_SiegeTank
    Pos_Dropship
    Pos_Viking
    Pos_Spidermine
    Pos_Ghost
    Pos_Banshee
    Pos_Marauder
    Pos_Stetmann
    Pos_Marine
    Pos_Bartender
    Pos_Kerrigan
    Pos_EvolutionMaster
    Pos_Zagara
    Pos_Primal
    Pos_ProtossScientist
    Pos_Stukov
    Ref_Origin
    Ref_Center
    Ref_Attacher
    Ref_Attacher 01~19
    Ref_Damage
    Ref_Damage 01~19
    Ref_Elevator
    Ref_Engine
    Ref_Hardpoint
    Ref_Hardpoint 01~19
    Ref_Hardpoint Left
    Ref_Hardpoint Right
    Ref_Hit
    Ref_Hit 01~09
    Ref_Mount
    Ref_Overhead
    Ref_RallyPoint
    Ref_Shield
    Ref_StatusBar
    Ref_StatusBar 01~19
    Ref_Target
    Ref_Target 01~40
    Ref_Target Final
    Ref_Target Heavy
    Ref_Target Light
    Ref_Target Medium
    Ref_Target Shield
    Ref_Transmission
    Ref_Turret
    Ref_TurretY
    Ref_TurretZ
    Ref_Upgrade
    Ref_Upgrade Armor
    Ref_Upgrade Engine
    Ref_Upgrade Engine Bottom
    Ref_Upgrade Engine Left
    Ref_Upgrade Engine Right
    Ref_Upgrade Weapon
    Ref_Upgrade Weapon Bottom
    Ref_Upgrade Weapon Left
    Ref_Upgrade Weapon Right
    Ref_Weapon
    Ref_Weapon 01~30
    Ref_Weapon Bottom
    Ref_Weapon Left
    Ref_Weapon Right
    Ref_Agria
    Ref_Aiur
    Ref_Albion
    Ref_Avernus
    Ref_BelShir
    Ref_Castanar
    Ref_Char
    Ref_Dylar
    Ref_Haven
    Ref_Korhal
    Ref_MarSara
    Ref_Meinhoff
    Ref_Monlyth
    Ref_Moria
    Ref_NewFolsom
    Ref_PortZion
    Ref_PU72516J
    Ref_Redstone
    Ref_Tarsonis
    Ref_Tyrador
    Ref_Umoja
    Ref_Valhalla
    Ref_Xil
    Ref_Back
    Ref_Chest
    Ref_Chest Left
    Ref_Chest Mount
    Ref_Chest Mount Left
    Ref_Chest Mount Rear
    Ref_Chest Mount Right
    Ref_Chest Right
    Ref_Chin
    Ref_Face
    Ref_Foot Left
    Ref_Foot Left Rear
    Ref_Foot Right
    Ref_Foot Right Rear
    Ref_Forearm Left
    Ref_Forearm Right
    Ref_Hand
    Ref_Hand Left
    Ref_Hand Right
    Ref_Head
    Ref_Head Top
    Ref_Head Mount
    Ref_Knee Left
    Ref_Knee Right
    Ref_Lip Upper
    Ref_Shoulder Left
    Ref_Shoulder Right
    Ref_Waist Back
    Ref_Waist Front
    Ref_Waist Right
    Ref_Waist Left

     

    Posted in: Tutorials
  • 0.964985994397759

    posted a message on [Showcase] NanaKey&Delphinium's Models

    Hi, everyone,

     

    I just finished all stuffs of the real life. The last month was just both excited and hurry-scurry to me.

    My partner and I was terrible ill last month, we speculated that it maybe food poisoning. About two weeks we were suffering in low fever and diarrhea. That was really a terrible feeling.

    Meanwhile, My dream company gave me an opportunity of interview of being a 3D artist. The interviewers were very kind and it more liked a participation meeting rather than a serious interview. It's my first time of having an English interview, so I am not sure if I was good enough during it (and I am pretty sure there are many other skilled candidates). But it'll be so excellent if I can get this job.

     

    Anyway, I am now one piece again, and back to sc2mapster (and waiting for the final result.)

    I now start to do all the delayed works from the community. My apologize that it cost me so much time.

     

     

     

    I am going to finish this ship later. Hope you'll like it. :)

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] Taylor Mouse's Models

    In reply to TaylorMouse:

     Hi TaylorMouse, please take your time, I don't use this tools quite often. Please focus on your own plans if it needs too much of your time. And bring us cool model works.
    Posted in: Artist Tavern
  • 0.967854039965248

    posted a message on [Showcase] NanaKey&Delphinium's Models

    It's a simple key animation, not real dynamic effect.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] Taylor Mouse's Models

    Love the sculpt, It's very cool already!

    Maybe you can add a gloss texture or more special strength to make the weapon more "metal".

     

    And I got some errors when using your m2 tool, the newest m2 files and skin files sometime can't work.

     

    Posted in: Artist Tavern
  • 0.967909800520382

    posted a message on [Showcase] NanaKey&Delphinium's Models

    In reply to Veratai:

     Yeah, I am a bit lazy on effects these days, too many other works have to do so I just used my death animation templates. It's cool but just as same as I showed before. (I know lazy is bad, but I just got too many things @_@)
    Here is the Rubber Duck, everyone loves it~
    You can download it from here: (Or the next version of Delphinium_Model_Patch_1.0.SC2mod maybe a week or two.)
    And a small scene of beach:
    Posted in: Artist Tavern
  • 0.967965367965368

    posted a message on [Showcase] NanaKey&Delphinium's Models

    In reply to DrSuperEvil:

     You can find the showcase here:
    There are too many of models, so I didn't make a link for them, just show them with gif only...
    If you can ready Chinese, there is a model index too.
     
    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    My team always releases our model assets. But we have a terrible internet link to America, So usually we don't upload them to sc2maspter or dropbox. Instead You can download our mods directly from Battle.net:

    Delphinium_Model_1.0.SC2mod

    Delphinium_Model_Patch_1.0.SC2mod

    All new assets will be added to Delphinium_Model_Patch_1.0.SC2mod once we make sure they work. All my previously assets are in the Delphinium_Model_1.0.SC2mod.

     

    But if you want to see/use it ASAP, here it is:

    https://www.dropbox.com/s/j37hrunpl78i2c3/NanaKey_TO_AH42.rar?dl=0

     

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    In reply to k3llym0:

     Please give me one more days to finish the death animation.
    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    I have spent too much time on designing rather than making models last 2 months, now it's time to embrace 3dsmax and art tools.

     

    But I still want to show one of my design here (which is failed...)

    http://imgur.com/gallery/dOecF

    Posted in: Artist Tavern
  • 1.30757276781519

    posted a message on [Showcase] NanaKey&Delphinium's Models

    Hi everyone, long time no see, we are working on a new game since May, but till now the process is quite slow...Maybe my team needs a break and shift the way of thinking.

     

    Today I just finished a new SC2 unit model, I am trying to imitate some Blizzard color and structure ideas (You can see some parts of it are similar to archangel.)

     

    Armed copter in Starcraft II

     

     

     

     

    Posted in: Artist Tavern
  • 0.961849710982659

    posted a message on [Showcase] Taylor Mouse's Models

    COOOOOL work! Taylormouse you are genius!

    Posted in: Artist Tavern
  • 1.26660098665323

    posted a message on [Showcase] NanaKey&Delphinium's Models

    Hi Delphinium is back~

    This time I bring you some mech assets. 

     

     

    M.I.L.K (Military-infiltrate-lacteal-kinotoxin) Mech has a liquid project and can launch different venom to against the enemy.

    It has two pilots one for control the mech and one for the weapon.

     

    Hope you like it.

    Posted in: Artist Tavern
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