An example of what I have done using the recent Dragonslayer Armour conversion. You can use any of the normal m3s in the DS3 zips on my assets page to do kitbashes of your own! Being able to use Souls enemies opens up a whole new door for RPG makers (like myself, atm), so I'm thrilled to have learned how to do this.
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Feb 8, 2021Posted in: Artist Tavern
I'm in the process of converting a crapton of models from DS3. If anyone would like to use these assets, not only can you download them on my Assets page but either here or there would be the place to ask if you need an asset converted! All 3 games are fine, although DS3 is preferred since that is the only one I have on the computer with Max. I am going at a fairly lax pace because school is irritating as always, but I have no particular direction atm. One of the things I'm not 100% sure how to convert yet is the player character or the DS3 DLCs, as DSExplore doesn't seem to read them as Data. So if you ask me to convert Midir or Sister Friede it's not going to happen until I get a more updated tool. I would love to convert Midir :[.
This thread is basically showcasing my work as it goes along as I eventually plan to incorporate them into my own project. This is my first showoff, as some of you that see this already have seen my Abyss Watcher conversion ^^
Jun 24, 2020ksnumedia posted a message on Please help me import this SC2 asset to any 3D modeling software, Reward Follows.Posted in: General Chat
Should be noted that if you use 3DSMax - 2016 required! - you can use TaylorMouse's M3 import script. Also install SC2ArtTools - we have pinned messages in the Discord for download links. After you make your edits, use SC2ArtTools (when installed it will be a top right menu option) to export it back out using the Export Floater from the menu's dropdown. Just tick Mopaq Paths in the export popup to make sure texture paths remain internal to the map or mod file.
If all else fails I can just send you a blend file or max file with whatever model you need to print, but BaneBirst explained the Blender side really well so you should be fine :)
Jun 21, 2020ksnumedia posted a message on [Video] Correcting Unwanted Import Deformations in Blender 2.8Posted in: Tutorials
Blender has a tendency to deform the .m3 models incorrectly on import. While Dark Templar models are easily the most notorious for their inability to work properly in Blender, things like the Spectre are much more stable to fix. Until I figured out how to fix this, I wasn't able to edit some models at all. It's a 3 1/2 minute video, hope it helps!
Jun 21, 2020ksnumedia posted a message on [Video] Basics - Kitbashing SC2 Models with Blender 2.8Posted in: Tutorials
It's been years since someone has done this for Blender so now that I know enough about how it works I made a basic tutorial in video and text. Kitbashing is actually easy to learn once you get over the initial creativity curve. WillJay84 made a great tutorial on animation so instead I will eventually make more tutorials and videos for Blender.
You can use CASCView to extract files but it's not required since the SC2Editor has its own export function through the native file browser. Most importantly though, you need Blender and the Talv's m3addon. Remember to save often, especially before exporting anything.
1. Open Blender. Go to Edit > Preferences > Install the addon from file.
2. Restarting Blender shouldn't be necessary but won't hurt. After this, import the model that you want to take parts from.
3. Delete its armature. Often times meshes or body parts such as armor, carapace, weapons, etc are separate objects once you import.
3a. If your desired part is merged with something you don't want: Select the object > Edit Mode > Select Faces > hover over desired part > Press L (Select Linked Objects). If you're familiar with 3DSMax element select this is basically the same. In some cases you will need to manually select faces because pressing L selects too much.
4. Press P to separate any Linked Object selections you make to a different mesh object.
5. Delete what you don't want, and go into the modifiers for each unanimated object. Delete the UseArmature modifier in red highlight.
6. Export the "parts" .blend file as its own .m3. Then make a new project and import the main object that you will be modifying.
6a. For example, you want to give the Purifier Adept the same chest as the Sentinel Zealot. Edit the Sentinel Zealot first, subtracting everything but the chest armor, then export it under your name (I'll pick ZealotChest.m3). Make a new blend file, import the Purifier Adept, then import the ZealotChest.m3 and it will be right on top of the Adept.
7. Click on the Purifier Adept's armature, click on the Object Data Properties tab (green stickman) on the control panel to the right. Now click on Rest Position to put the mesh in a neutral state. Don't try to finagle objects into position and parent them to the armature while it is in an in-game pose - you make your life harder because mesh weighting problems will occur in force!
8. Position the chest armor where you want.
9. Select the Zealot chestpiece and ctrl+click on the Armature for the Adept. Ctrl+P and select Automatic Weights. Save yourself headache and do this individually for each separate StaticMesh that gets imported.
10. Weight paint as necessary to prevent unwanted deformation of meshes.
11. Go into the Playback timeline - click on the clock, change it to Dope Sheet, then directly on the right select Action Editor from the dropdown and then select the Armature. You can inspect the animation integrity before you make your final export.
12. Remember to save! Import any custom textures into a test map, save the map, then import your custom unit into that document.
13. To make sure the export worked correctly, preview the model in the Cutscene Editor from the Import Module and comb through its animations for irregularities.
If everything looks good, it's ready for use!
Jun 4, 2020Posted in: Artist Tavern
Ghost Collection is going live! It will include 5 Ghost types and 3 special hero Ghosts!
Armored Umojan Shadowguard: an up-armored version of the Shadowguard with a back plate, left shoulder guard, and additional anchoring to the main body. Up-armored Shadowguards see an improvement in overall survivability in high-stress situations where they are supporting ground forces or have been detected.
Insurrectionist Vega: Vega as she might have appeared before joining Tychus's Heaven's Devils group from coop.
Silver Visored: the Knights of Tyrador employ Ghosts as scouts, assassins, and fire support. The inclusion of visors in additional to ocular implants ensures that primary targeting methods have a backup should either one fail.
Python: A rogue Ghost from Nova Terra's Covert Ops crew with a psionic rating of 7. He refused to fight Defenders of Man insurgents because of his own brainwashing during the Arcturus Mengsk Dominion. Therefore he agreed with the Defenders' logic and abandoned the Covert Ops crew. Nova has officially declared him as M.I.A. and he has retired, taking up minor mercenary contracts but otherwise became disillusioned and jaded. He eventually completely decided on leaving his violent life behind after the Defenders of Man insurgency failed, deeming no further bloodshed to be worth his own life. Upon discovering his retiring from violence, Nova declared him deceased and left him be. He currently has a wife and they have settled on the newly recolonized Mar Sara, living quietly in a small town while they expect their first child. Python has now has adopted the name Paul and occasionally works as a vigilante and community serviceman - the only times he will don his weaponry again.
Panther: A Covert Ops member with no known real name. He is a Cyborg Ghost whose body is entirely neosteel except for his internal organs and blood, powered by an advanced prosthetic system that grants him increased physical capabilities and mental processing power over even the most peak of Terran physiologies. The power cell fueling his body is a Xel'naga crystal used in emergency to keep him alive when he was gravely injured in the conflict against Amon. He appears to be psionically overtuned to the powers of the Void, able to use traditionally Protoss techniques such as Blinking. With a Psionic rating of 10, he is kept under highly close watch by Nova and her team as he often acts irrationally - potentially from the Void energies seeping into his biological and mechanical parts, warping and enhancing them at the cost of his sanity...
Jun 3, 2020ksnumedia posted a message on [forgotten name][request]starcaft 1 training heroic unitsPosted in: Map Suggestions/Requests
Never heard of this map specifically but there are plenty of such concepts on the arcade i.e. Space Zombies being the first one that comes to mind - civilian enters a region then your hero spawns.
A trigger might go like this
Event: Civilian (male) enters Any Region
-> entered region == <insert race 3 times, one for each race> Select
Local Vars: none
(General) If conditions then do actions else
=> Conditions: Entered Region == Terran Select
Create 2 Marauder at point MarauderSpawn
Create 1 Raynor (sniper) at point HeroSpawn
Create 1 Planetary Fortress at point PFSpawn
and now follow up with additional if then else's to check other race possibilities. This is definitely doable so you should give it a try. You could also then disable or hide command card buttons for the player governing what unit gets trained. Or you could have a separate hero train ability if you wanted.
Jun 2, 2020Posted in: Artist Tavern
I agree. I will remove one of her katanas then make a sword-only model that has still has the gun model on her back. The Hold Fire animation on her is currently a bit broken so a separate sword model will work nicely ^^
Jun 2, 2020Posted in: Artist Tavern
I'm refining a few texture things and I will be uploading it to my assets page in the coming weeks as part of KSNumedia's Ghost Pack - a collection of many different Ghost kitbashed variants. These 3 characters and their plot will be featured in The Shadowed Path 2 but I'm making all models available for download once I have modeled 8-10 types of Ghosts. The Shadowed Path (my current project) will have some of its models showcased in the coming days.
Katsura Amamiya (Age 22 permanently): A young woman on the verge of death from a familial disease finds a new lease on life by [MemID_INVALID], faking her death and venturing to parts unknown. She subsequently began to exhibit powerful abilities not found humans. Her combat suit is made of [MemID_INVALID]. Psionic Waveform: Class 12
Player Character: Kojou Amamiya (Physical age 53, actual age 30): Chairman of the Amamiya Financial Group, a financial management conglomerate that moonlights as a defense contractor for official standing armies, militias, and private firms around the Koprulu Sector. A nightmarish young woman, calling herself Kotori Amamiya, has haunted his dreams since Katsura's death. Kojou is convinced she is real and spent many hours hunting her down, even undergoing unstable augmentation procedures to enable him to use prototype Shadowguard equipment. This procedure has caused his physical body to age much quicker than normal, dooming him to an early grave and forcing him to publicly state that his familial disease is accelerating aging. Years and months of hunting Kotori have been for naught and although he is close to giving up, the nightmares have not stopped. Psionic Waveform: 8
Kotori Amamiya (Age unknown): An [MemID_INVALID] that exhibits violent, sadistic tendencies and is on the most wanted list of all governments in the Koprulu Sector. Currently being hunted by Kojou Amamiya, [MemID_INVALID], and [MemID_INVALID]. Psionic Waveform: Unknown
When I share models I will also write lore stuff for them because I feel it adds to the personality that I try to design them with. Also it's fun :D
Jun 2, 2020Posted in: Map Feedback
VOD #2 for TSP is up! I cut the video length down to 9 mins from 24 xD A lot of changes have been made to aesthetics, mostly, and I'm working on completing the upgrades data and menus at the moment.
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