• 0

    posted a message on [Showcase] Kinky's Customs

    Trying a new animation workflow incorporating Photoshop, Illustrator, and Flash; kinda choppy but meh, worked for what I was testing.

    Posted in: Artist Tavern
  • 0

    posted a message on Replacing head with portrait

    @mseverns: Go

    Glad to help, hope to see more models from you in the future. Good Luck!

    Posted in: Artist Tavern
  • 0

    posted a message on Diablo III: Reaper of Souls

    @xcorbo: Go

    I've been playing since monday, and I have to say, I am thoroughly impressed with the improvements they have made to D3.
    The new loot system and adventure mode really bring back the D2 feel.

    Like most people, I was jaded by vanilla D3. I enjoyed vanilla up until the first time I used the AH. My roommates and I were all
    leveling our characters together, then one of them started out DPSing us like crazy. We asked him why and found out he had bought
    gear on the gold AH, and at that point we realized that AH gear will always be bounds ahead of any drop or crafting. Killed the drive to farm loot,
    it was all about farming gold to buy new gear.

    With the remove of AH and addition of Loot 2.0, playing has a purpose again. Legendaries feel Legendary! Started leveling a Crusader and found two
    legendaries, each one gave me a HUGE stat boost. On my Barb, I have been finding about 1 legendary every 45min-1h30mins.

    Crafting plays a big part now as well. With smart loot, every item you make is tailored to you, but is random enough that you'll want to keep crafting to get those "perfect" stats.
    For example, tonight I was working on crafting a new lvl70 2h sword since I was still using a Skorn from lvl60. All of the swords were getting stats I could use, but not really the ones I wanted. Some had VIT instead of STR, some had +armor or +hp, etc. After about 20 crafts I finally got one that had everything I wanted, and it felt REWARDING. The time that I spent collecting and salvaging rares and blues gave me the ability to make my character stronger. I was even able to adjust it to fit my build using Transmogrify on the Mystic ( allows you to change attribute slot on an item to 1 of 3 randomly chosen, you can only roll one slot but you can do it multiple times) to give it Chance to Stun on Hit ( I have a legendary amulet that has a proc on Stun)

    Adventure mode is another huge improvement, without it I think RoS would have died after a month, even with the new loot.

    -For starters you can travel anywhere in the game, your not stuck in a single act.
    -Second, Bounties give you something new to do in each Zone, Like killing a Unique mob or doing an Event, things you normal would have skipped just to finish the story line. You also recieve rewards by completing individual bounties as well as all the bounties in a zone.
    -Third, Nephalem. Fucking. Rifts. These are awesome, they really bring me back to the D2 nostalgia of Meph and Bael runs. Once you collect 5 rift fragments (gotten from bounties) you can open a rift that creates a random tile with random a random mob set. The mobs are usually really high density so you kill ALOT. Once you kill a certain amount, a random Boss will spawn. Each run took us about 10-15mins, and we kept saying "ok, just one more rift, then bed."

    I don't know how RoS will fair in the long run, but I definitely feel it has potential. Unlike vanilla, that left a bad taste (no pun intended), I definitely feel I've gotten my moneys worth.

    Posted in: Off-Topic
  • 0

    posted a message on Replacing head with portrait

    For this I used an older version of the NiN's M3 Plugins, I'll go ahead and attach it.

    I would recommend downloading Blizzards M3 plugins http://us.battle.net/sc2/en/blog/12444476/patch-21-art-tools-1-21-2014 if you haven't already.
    If you use Blizz's plugins, you will have to remake the textures using Blizzards SC2 Standard material and increase the size of the model.

    Easiest way to Resize:
    - Select all object in Scene, in the menu bar goto Group > Group
    - Goto the Utilities Tab in the Command Panel ( same area as you would go for the m3 plugins )
    - Under Utilities, Choose More...
    - Choose Rescale World Units
    - You should now see a new tab in the Command Panel called Rescale World Units, Click Rescale
    - Scale Factor 100.0
    - If your model is off-center you can move it around with the move tools
    - When you are happy with placement and size select the group, and goto Group > Ungroup

    Posted in: Artist Tavern
  • 0

    posted a message on Replacing head with portrait

    @mseverns: Go

    For sure dude, everyone has to start sometime :)

    So after taking a look at the model in 3DS Max, the model itself looked fine.
    I changed the head diffuse to a test one and used the normal map that included in a previous post and it looked fine.
    I'll attach the map, take a look to see if it has the same issue. If so, it might be a problem with the editor perhaps?

    Posted in: Artist Tavern
  • 0

    posted a message on Replacing head with portrait

    @mseverns: Go

    hmm, try editing the face normals of the geometry itself.

    You can do this with 2 different modifiers: Normal and Edit Normals.

    Normal will change the normals of the mesh as a whole, Edit Normals gives you strains that show which direction the normal is facing as well as tools to edit them.

    You can also see the normal direction by enabling it in xView, in the viewport, click on the view mode (usually set to Smooth+Highlights / Flat / Wireframe / etc ) and go to xView > Face Orientation, Negative faces will be shown in green.

    I've attached an image showing the Normal Editing process, Be sure to place the modifiers directly on top of the mesh. After you have adjusted your normals, right click and choose "Collapse To" to bake them in.

    If your still having issues attach the 3DS Max file and I'll take a look at it.

    Posted in: Artist Tavern
  • 0

    posted a message on Replacing head with portrait

    @mseverns: Go

    No prob,

    The Material Basic Parameters are part of the Art Tools starcraft material ( named SC2 Standard. )

    The material you are using is from the community plugins ( named Starcraft 2 ) so yes its going to be the box
    named Specularity in the Material Settings Tab.

    So upon inspection of the portrait model I noticed that the normal map was inverted (basically to give it back lighting)
    this might be what is causing your issue.

    I've attached a new normal map file, add this to your map in the Assets\Textures\ directory, save, close and reopen.
    Your model should also set the specularity in your material to 10 or 20.

    Posted in: Artist Tavern
  • 0

    posted a message on Replacing head with portrait

    @mseverns: Go

    Hello,

    It sounds like your specularity needs adjusting. You can do this one of two different ways or as a combination,
    adjusting the material in 3ds max or adjusting the spec map in photoshop.

    Changing Specularity in 3DS Max

    -Open the Material Editor and select your material.
    -in the "Material Basic Parameters" section there is an option called "Specular Highlights"
    you can change the value to a different preset or choose custom and lower the number value.

    Changing the Specularity in Photoshop

    -Open the Spec map for your model
    -Open the Level Panel ( Image > Adjustments > Levels ; or Ctrl+L )
    -Moving the arrows under the box will adjust the highs and lows ( I recommend playing around with the center arrow first to get a feel for this tool)

    Essentially how the Specular Map works is any parts that are White/Bright look Shiny/Glossy while darker areas do not.

    Good luck! Let me know if that solved your problem.

    If you require assistance in the future I would recommend adding a screenshot to your post, helps others better understand your issue.

    Posted in: Artist Tavern
  • 0

    posted a message on Hellsing Mod SC 2
    Quote from Tobyfat50: Go

    I can't seem to make a custom Sky box work, any Idea how to make one?

    Sooooo I saw this and thought "Oh this is simple, must be one of Flags in the material editor" and after several hours of testing a multitude of texture combinations and even looking at the hex of a skybox to see if there was some hidden flag, I FINALLY figured it out:

    It has absolutely NOTHING to do with the model... lol

    To get the skybox to ignore Camera Clipping, the M3 must be placed in the Assets/Skyboxes/ (or a subfolder in that directory)

    However, there are some flags that would be beneficial: Check Unlit, Check Nofog (optional), Uncheck Receive Shadows, Uncheck Cast Shadows.

    Posted in: Project Workplace
  • 0

    posted a message on M3-Plugins for 3DSMax2010 miss SC2 Textures

    @Saburouta: Go

    No prob, glad it worked.

    Looks like your trying to add the model directly to the Actor node, the "CAtorModel_Model" should be referring to a Model Node not a model itself.

    (*Recommend turning off View Raw Data for this*)

    Go to the Models Tab, Duplicating the Raynor Marine node and double click the Art:Model input to bring up the browser to choose your model.

    Now you can return to your Actor and use this entry in the Art:Model slot.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] Kinky's Customs

    @Alevice: Go

    Thank you for your feedback,

    I've been messing around trying to find a good balance of Nature vs Metal. Too much nature makes him feel more like a Druid, not enough and the theme gets lost.

    Similar to your suggestion, I'm going to experiment with adding vines to accent the gloves, boots, and shoulders.

    Taking a small break from 3d to practice 2d animation.

    Posted in: Artist Tavern
  • 0

    posted a message on Model Question: Mdx to M3

    @Azog2016: Go

    Again, thats more of a question for the Data Forum.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] Kinky's Customs

    Texture WIP update: roughing out ideas for detailing, gonna go for a nature/Thorn Knight concept. debating how I want to add the filigree to the boots. Once I get the concept ideas worked out, im going to conform it to more of a WoW armor style.

    Posted in: Artist Tavern
  • 0

    posted a message on Model Question: Mdx to M3

    @Azog2016: Go

    no prob,

    to add a new sound to an ability you first need to add a new Sound entry in the Sound tab, then create a Sound Class Actor in the Actor tab and set the events to what action you want it to activate on.
    I am unfamiliar with the exact steps and would be unable to give you a walk through without research.

    I would recommend asking in the Data Forum: http://www.sc2mapster.com/forums/development/data/

    Or checking out Mapster Mentor Thread, alot of individuals with expertise in specific aspects of mapping have volunteered to assist those in need, You can PM one of these people and im sure they would be able to give you a step-by-step tutorial.

    http://www.sc2mapster.com/forums/resources/tutorials/21254-mapster-mentoring/#posts

    Posted in: Artist Tavern
  • 0

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

    @TaylorMouse: Go

    nice job, looking pretty spiffy so far.

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