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    posted a message on [WIP] Furnace Roach Normal Map Painting

    fixed the eye, it's now diffusely team colored. XD
    for the belly emmissive<sub> im not sure it actually feels good in game or not, it's kind too catchy, maybe I will lower the belly emissive brightness a bit, but I still want to try add a furnace underneath it to see how it burns :P
    http://www.sc2mapster.com/media/images/56/918/FurnaceRoach_StandAnim4.gif</sub>

    @phanalax128: Go

    Thanks :P
    I used Blender to texture paint a height map, and then baked it on to the normal map, though that took quite a while for me to learn.

    Posted in: Artist Tavern
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    posted a message on [WIP] Furnace Roach Normal Map Painting

    @DEFILERRULEZ: Go

    he shoots Volcanic Spores, which i call it like that. when i release it you guys do whatever you want to it. ;D

    @SoulFilcher: Go

    oh yea. the eyes now looks very evilly scary. should fix that.

    @willuwontu: Go

    good idea. i'll try it.

    Posted in: Artist Tavern
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    posted a message on [WIP] Furnace Roach Normal Map Painting

    http://www.sc2mapster.com/media/images/56/898/FurnaceRoach_StandAnim3.gif

    @DrSuperEvil: Go

    why?

    Posted in: Artist Tavern
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    posted a message on I just had one question about importing

    Is there any way to force editor to reload models I imported and refresh them to see their newer visual effect? for now I have to close and reopen the entire editor to test newly created models.. that's pretty much a pain in the ass....

    Posted in: Artist Tavern
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    posted a message on [WIP] Furnace Roach Normal Map Painting

    @SoulFilcher: Go yea I used a HOTS model as my base model and edited it, maybe WOL can't take that. I'll make a note when releasing, thanks!

    @willuwontu: Go alright, that's some nice policy blizzard established, thanks!

    Posted in: Artist Tavern
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    posted a message on [WIP] Furnace Roach Normal Map Painting

    @willuwontu: Go

    It will be releasing it with my fortress roach model together in near future<sub> you think it's a good idea to ask BLZ for permission? i have no idea if this modified BLZ model has something to do with the EULA or other rules...</sub>

    Posted in: Artist Tavern
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    posted a message on [WIP] Furnace Roach Normal Map Painting

    @DrSuperEvil: Go

    http://www.sc2mapster.com/thumbman/images/56/855/572x600/Shot-64.png.-m1.png

    Posted in: Artist Tavern
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    posted a message on [WIP] Furnace Roach Normal Map Painting

    Working on my second modified BLZ mode(actually third), this one had a very different partial geometry that requires me to create all 4 types of textures for it.

    http://www.sc2mapster.com/thumbman/images/56/784/600x520/Shot-54.png.-m1.png

    The roach's spine is the part I created, the normal textures on the body is the BLZ oringinal texture.

    (you gotta love roaches before swarm host took it over)

    Probably finish it today.

    Posted in: Artist Tavern
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    @SoulFilcher: Go

    yea i just figured that out.. i was using a wrong bone name..

    thanks btw.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Had anyone successfully created a new attachment point in anyway yet? I seems can't get the new attachment point to work..

    In the cutscene editor, my attachment point was followed with [Unknown] Bone = (Invalid!)

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    I just noticed that PrimalZergRoach.m3's Dance animation and Flail animation isn't been imported to blender? and when I export the model, some animation like walk left start has some bone in awkward rotation, not sure if I did something wrong in blender or it's just like that in the original m3 file...

    -

    wrote those in a hurry at morning...

    I found also a folder says RoachSwarmAnims, where in the folder there is an m3a file, i don't know if that is a file that contains all roaches' special animations... as what i wrote up there, about the animation acting weird, it's the original model's fault, the original PrimalZergRoach.m3 is acting weird, i just didn't notice the weirdness at the begining.. but some of the animations like, Dance and Flail, i think they may or may not be a part of that m3a file i mentioned above, but the birth animation is also missing.

    I have to say it is a great addon.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    @println: Go

    It's probably the export error, I'll go try if it fixed.

    It is fixed by the new update.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Reporting another bug i had with PrimalZergRoach.m3 that when I exported the mesh as M3 and loaded it into SC2 cutscene Editor, the normal map isn't working.

    I checked the model data, in the material part, the field that holds the normal map become Height

    Diffuse = PrimalZergRoach_Diff.dds

    Specular =PrimalZergRoach_Spec.dds

    Emissive =PrimalZergRoach_Spec.dds

    Height = PrimalZergRoach_Norm.dds

    the original model here is "Normal = PrimalZergRoach_Norm.dds" but after I edited the model in blender and exported it, this field just become Height insdead of Normal, I think this is why the normal map isn't working.

    I did not touch any of the material settings.

    Ohhh, almost forget<sub> the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.</sub>

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    For the baneling's model glitch after importing, I have a fix here:

    go to Pose mode,

    find the bone connected to the part which is glitching, and select it

    then go to properties panel, go to BONE tab which should be between Object Data and Bone Constraints tab,

    Change the rotation setting in that BONE tab for the glitched bone to W: 1.0000 X 0.0000 Y -0.0000 Z 0.0000 (Y could just be 0 but it says -0.0000 on my blend)

    you will see the glitch going out of your screen. now import it to the editor, there is just a health baneling we have been seeing for a long time.

    Here is my blend file, and I didn't expect it to be such big.. 4.47MB

    you know what.. i find the animation Size of the bone of the front 2 bubble like thing ( right side one is the glitched thing) is been set to 1.0 which is suppose to be 0.6, you might want to fix that before you do the export, even though it's quite not noticable

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    @println: Go

    Thanks! Let us perfectize this plugin!!

    Posted in: Tutorials
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