Yeah I'm aware of that technique, I don't particularly like to use it on a large scope. You are
literally doubling the polycount and it doesn't work well with jointed areas as the negative shapes become more apparent.
For power-ups and potions this is great, just not so much for characters (example: Jet Set Radio)
The effect im trying to achieve is this (#1):
Its a technique I came across when trying Ragnarok Online 2
Its very subtle, if you look at creases for his armpits, toes, hair, necklace, fur patches on arms;
really anywhere there is overlapping or separate geometry, you can see it.
I think this is a brilliant way to define flat painted characters without having overbearing black lines.
The first RPG I really became addicted to was Ragnarok Online.
I played it for a good 3-4 years before I got into WoW. Tried going back a few times, but the pathing is terrible and a lot of the game was changed to mimic newer MMOs, something the engine just wasn't meant to handle. It, like a majority of older MMOs, is a total grindfest.
I do believe newer RPGs have improved on certain aspects, like the introduction of quests, but I feel like they have become too reliant on these mechanics.
I miss the Freedom older RPGs had. The ability to go anywhere in the world (not be on rails for quest chains), allocating your own stat points, and diverse skill trees.
If anyone knows how this techniques work in sc2 - "parallax and lightmapping" I would appreciate a share on the matter. I can always do it like in the pictures and fake the effects but it is pointless and consumes resources since it's already implemented in the engine.
To create a Parallax effect in SC2
- Add a Height Map with an Alpha Channel to determine the Height Value (white for highs, blacks for lows)
- In the map option choose "Use A" under color operations.
- Then set the Parallax Height in the material (located under the Height Map slot)
Edit* Model requires a normal map as well
Height Map, Gloss, Lightmap, and Ambient Occlusion all use the alpha channel only. Most likely because all require black and white and using this channel guarantees those values.
Lightmapping
There are two slots for lightmapping: Lightmap and Ambient Occ
Lightmap will ONLY be visible when games settings are set to Low.
Ambient Occ will be visible when game settings are set to High or above.
Both slots create the same effect, and as mentioned before, these slots use the Alpha Channel only.
Sounds like the ref_TurretZ on the model might not be position correctly, This usually caused the turret to flip inside the model.
If you have a Ref_Weapon attachment on your model, you can swap it with the tank or immortal
and see where the blast comes from,then adjust accordingly.
when setting a Turret, the Ref_TurretZ will align itself to the pivot point of whatever its attached to, if it is not attached to anything, it will position itself to zero.
I've attached a demo file that might help.
If your still having issues please post screenshot and/or your Max file
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Practicing recreating D3 style trees. Paint and engine render before converting to 2.5D
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@Delphinium1987: Go
very cool, adding a impact splat might look good as well (similar to the nuke.)
scorched earth would really emphasize the intensity of the heat.
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@mseverns: Go
Using the Zealot as an example, the eyes are separate objects from main mesh (spheres).
They use an emissive map with a pumped up HDR.
In your material, there should be a section called "HDR." by bumping that up, you can greatly increase the glow intensity.
If that doesn't work post a screenshot of what you're working with.
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I don't even.... wait, what?
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@sgtnoobkilla: Go
There is a TurretY option.
If you want to make multiple TurretZ's, you need to add a index number to the attachment name
( "Ref_TurretZ" would become "Ref_TurretZ 01")
then use that number in the Index slot of Yaw Query for the Turret Actor.
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Finished up Knight paint for now.
Not sure how I feel about it, might touch it up at a later date. Just kinda tired of looking at it :\
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@Zolden: Go
Yeah I'm aware of that technique, I don't particularly like to use it on a large scope. You are
literally doubling the polycount and it doesn't work well with jointed areas as the negative shapes become more apparent.
For power-ups and potions this is great, just not so much for characters (example: Jet Set Radio)
The effect im trying to achieve is this (#1):
Its a technique I came across when trying Ragnarok Online 2
Its very subtle, if you look at creases for his armpits, toes, hair, necklace, fur patches on arms;
really anywhere there is overlapping or separate geometry, you can see it.
I think this is a brilliant way to define flat painted characters without having overbearing black lines.
Thanks anyways though.
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The first RPG I really became addicted to was Ragnarok Online.
I played it for a good 3-4 years before I got into WoW. Tried going back a few times, but the pathing is terrible and a lot of the game was changed to mimic newer MMOs, something the engine just wasn't meant to handle. It, like a majority of older MMOs, is a total grindfest.
I do believe newer RPGs have improved on certain aspects, like the introduction of quests, but I feel like they have become too reliant on these mechanics.
I miss the Freedom older RPGs had. The ability to go anywhere in the world (not be on rails for quest chains), allocating your own stat points, and diverse skill trees.
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@Zolden: Go
@JacktheArcher: Go
Thanks,
I'm going for an overall flat color scheme for my project, everything was kinda meshing together,
but this seems to help define the silhouettes.
Optimally I would want to do a black outer-glow effect, but im not sure if that it possible with the SC2 Shader.
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messed around with the SC2 materials, trying to create a faux outline effect.
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To create a Parallax effect in SC2
- Add a Height Map with an Alpha Channel to determine the Height Value (white for highs, blacks for lows)
- In the map option choose "Use A" under color operations.
- Then set the Parallax Height in the material (located under the Height Map slot)
Height Map, Gloss, Lightmap, and Ambient Occlusion all use the alpha channel only. Most likely because all require black and white and using this channel guarantees those values.
Lightmapping
There are two slots for lightmapping: Lightmap and Ambient Occ
Lightmap will ONLY be visible when games settings are set to Low.
Ambient Occ will be visible when game settings are set to High or above.
Both slots create the same effect, and as mentioned before, these slots use the Alpha Channel only.
0
Sounds like the ref_TurretZ on the model might not be position correctly, This usually caused the turret to flip inside the model.
If you have a Ref_Weapon attachment on your model, you can swap it with the tank or immortal
and see where the blast comes from,then adjust accordingly.
when setting a Turret, the Ref_TurretZ will align itself to the pivot point of whatever its attached to, if it is not attached to anything, it will position itself to zero.
I've attached a demo file that might help.
If your still having issues please post screenshot and/or your Max file