I noticed when I first imported the cruiser it had a bone and single object attached to it well below the model in 3ds max.
If you are unable to see it, it might be a hidden object. in 3DS Max right click in the viewport, and choose "Unhide All" and see if the object appears
You can also try and select the object using the Select By Name menu ( Hotkey H )
-When given the option between "3DS Max Bitmap" and "Custom Bitmap" choose "3DS Max bitmap", that just means its going to bring up the file browser with image formats that are compatible with 3DS Max.
-Verify that you are using a .DDS extension type image.
There is the possibility that it is the plugin itself, try importing and exporting a model without any alterations and see if the same issues pop up.
If that is the case try this older version (attached)
In the M3 Exporter menu, make sure "Use Mopaq Paths" is checked, this should make sure its using the texture path in the editor and not local.
I've attacked the model I exported as well as the max and map file. if you still having difficulties please upload a max file of one of the ships.
Another Tip: always import the textures First, then Save, then import your model. if you import them at the same time the model will not be able to locate the textures and ill apear blank, if this happens simply save, close and reopen the map.
In the "Map Layers" Section of the "Starcraft 2" material, when you choose a map slot (example: "Diffuse Map") check to make sure you are using "Starcraft 2 Bitmap" as the map type. If you are still having issue please post a screenshot of your material's settings
Ooooohhhh, that's simple enough. The texture is applied correctly to the model, and would be correct in game, you just need to enable it in the viewport to make it visible in 3d max.
- Open the Material Editor
- In your material, scroll down and select the Diffuse Slot
- Once you're in the Diffuse Slot Subsection, there is a small button that looks like a checkbox with a lightbulb
called "show standard map in viewport" click this button and your map should appear on the model.
Note: Textures may not appear at full resolution in 3ds max, this is just something 3ds max does to keep framerate high.
The texture will look fine in game (or at the res of the image file).
Hello, are you working with NiN's Plugins exclusively or are you using Blizzard's M3 Plugins?
This walk through was originally made 2 years ago before Blizzard release their plugins.
I've made a image tutorial that should hopefully help you out:
If you are using Blizz's plugins go from image 1 to image 2.
if you are using NiN's plugins, go from image 1 to image 3.
once you create the material, click and drag the material onto the mesh.
Thanks, the fur was a bitch to paint! I never really painted fur in a stylized manner before, and none of the tricks I use for scales or other body texture looked good. Ended up looking at the texture work for the Pandaren from WoW and Annie's Teddy from LoL and tried to copy that. Overall really happy with how it came out.
lol nope, its legs are based off the hind legs of a actual wolf (with some stylized liberties.) Protoss have a Hock instead of an ankle, a trait that is commonly associated with dogs, cats, and other quadrupedal mammals. So in retrospect, would that make Protoss more wolfish? o_O?
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@Saburouta: Go
oops, ya there's a slight typo in there. remove the "or" from line 3471 and it should function correctly.
As far as activation, if you goto the Help dropdown menu then click "About 3DS Max" it should bring up an info box with a button for registration.
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@Azog2016: Go
I noticed when I first imported the cruiser it had a bone and single object attached to it well below the model in 3ds max.
If you are unable to see it, it might be a hidden object. in 3DS Max right click in the viewport, and choose "Unhide All" and see if the object appears
You can also try and select the object using the Select By Name menu ( Hotkey H )
0
@Saburouta: Go
-When given the option between "3DS Max Bitmap" and "Custom Bitmap" choose "3DS Max bitmap", that just means its going to bring up the file browser with image formats that are compatible with 3DS Max.
-Verify that you are using a .DDS extension type image.
There is the possibility that it is the plugin itself, try importing and exporting a model without any alterations and see if the same issues pop up.
If that is the case try this older version (attached)
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@Azog2016: Go
Looks like you forgot to change "Color Operations" to "Use RGB", so the material is using the alpha channel as team color. Refer back to Image 2 http://www.sc2mapster.com/media/attachments/47/972/Sc2MaterialAdd2.jpg
In the lower right hand corner it shows the location.
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@unclesatan: Go
Looking good so far, though the chin seems a little pointy. You should create a thread of your modeling progression over in the Artist Tavern.
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@Azog2016: Go
In the M3 Exporter menu, make sure "Use Mopaq Paths" is checked, this should make sure its using the texture path in the editor and not local.
I've attacked the model I exported as well as the max and map file. if you still having difficulties please upload a max file of one of the ships.
Another Tip: always import the textures First, then Save, then import your model. if you import them at the same time the model will not be able to locate the textures and ill apear blank, if this happens simply save, close and reopen the map.
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@DrSuperEvil: Go
They don't talk much after the "shrimp cocktail incident" of the last family reunion....
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Starting work on Knight model
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@Saburouta: Go
hello,
In the "Map Layers" Section of the "Starcraft 2" material, when you choose a map slot (example: "Diffuse Map") check to make sure you are using "Starcraft 2 Bitmap" as the map type. If you are still having issue please post a screenshot of your material's settings
0
@Azog2016: Go
Ooooohhhh, that's simple enough. The texture is applied correctly to the model, and would be correct in game, you just need to enable it in the viewport to make it visible in 3d max.
- Open the Material Editor
- In your material, scroll down and select the Diffuse Slot
- Once you're in the Diffuse Slot Subsection, there is a small button that looks like a checkbox with a lightbulb
called "show standard map in viewport" click this button and your map should appear on the model.
The texture will look fine in game (or at the res of the image file).
0
@Azog2016: Go
Hello, are you working with NiN's Plugins exclusively or are you using Blizzard's M3 Plugins?
This walk through was originally made 2 years ago before Blizzard release their plugins.
I've made a image tutorial that should hopefully help you out:
If you are using Blizz's plugins go from image 1 to image 2.
if you are using NiN's plugins, go from image 1 to image 3.
once you create the material, click and drag the material onto the mesh.
0
@JacktheArcher: Go
Thanks, the fur was a bitch to paint! I never really painted fur in a stylized manner before, and none of the tricks I use for scales or other body texture looked good. Ended up looking at the texture work for the Pandaren from WoW and Annie's Teddy from LoL and tried to copy that. Overall really happy with how it came out.
0
lol nope, its legs are based off the hind legs of a actual wolf (with some stylized liberties.) Protoss have a Hock instead of an ankle, a trait that is commonly associated with dogs, cats, and other quadrupedal mammals. So in retrospect, would that make Protoss more wolfish? o_O?
0
Been two months since my last update, time for a post!
Finished paint for wolf model, aaaaannnd I never want to paint fur agian D:
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Finished high poly sculpt of Knight, as well as low poly retopo and UVs