I made a Kerrigan like the HOTS version a while back, before they promoed her. I forgot who it was for, but whoever it was they were pretty damned on the mark with the idea.
It uses a mix of Nova and Kerrigan's textures (no need to import a custom texture!), it's just a custom head model. I'll see if I can find it and upload it.
She's not finished yet. I think I need some time away from the character before I polish it up. I'm not completely happy with the way the model's turned out so I'm working on other stuff in the mean time. The skeleton was a pretty quick model to complete, so I did a render of that one first.
Those models were done for testing purposes. I won't be releasing them until I see where Blizzard goes with securing maps and mods, and what they do with their marketplace.
I've edited this thread so all of my future models will be shown here, instead of making a thread for each unit. These models are not ready for release, as they aren't completely hooked up with animations like I have with the Footman. These are only work-in-progress models that will be rigged in the future. I'm focusing on getting assets finished before I get on with the animations and rigging.
That being said, here's a quick peek at my latest WIP piece, the Skeleton!
-Edit-
Updated the image. Has transparencies for its skirt-thinger!
The model and textures are custom created by me. I simply based the design on the Warcraft 3 cinematic version of the footman.
I've updated the model files, it should now have attachments and usable Defend animations. I've added a weaponless version as well now, so you can equip the footman with different weapons.
TBH, topics like this are only relevant to what your goal is for mapping, and how this would personally affect you. You bring up many great points that do require attention, but for the most part it is just a list of potential flaws which may or may not have any affect on your mapping experience. It's like asking if cars should be driven because they can cause death. You can't deny that they don't, but it's not a legitimate enough reason to stop.
A quick update, I've done a new render for the Grunt. You can see it in the first post.
The current polycount with the helmet is at 2150 polies, slightly higher than the average SC2 unit. This unit does have a Spec and Normal map, although much of the detail is done in the diffuse.
As an added bonus, here's a quick WIP image of my next model
Here's a little update of the Grunt in the SC2 Editor. I've added some texture to the metal and added his signature horned helm. I'll be doing a render shortly.
Those are all the same orc in the top image. The shoulderpad on the Grunt's left arm is not visible in that pose because it follows his shoulder, whereas the other pads are bound to his torso. I'm still working with the rig to see if I can animate the shoulders better. Right now the basic Grunt skeleton is tough to work with because it breaks some of the details on the new model.
Just wanted to throw up my next work-in-progress model for SC2. It's still a rough around the edges and I'm working on polishing him up. Hopefully I will have time to make some different heads and texture variations for this guy.
-Edit-
I've uploaded 4 new models that have been coverted using Startools. Joining the previous Footman model are now the Grunt, Axethrower, Archer and Rifleman.
He's sitting at 1900 polies, using 512x textures (1024 used for above screenshots). I'm in the process of setting this guy up for animations, but it's still a ways away to completion.
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Update! Here's a Troll
Still rough around the edges, about 70% complete I'd say.
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I made a Kerrigan like the HOTS version a while back, before they promoed her. I forgot who it was for, but whoever it was they were pretty damned on the mark with the idea.
It uses a mix of Nova and Kerrigan's textures (no need to import a custom texture!), it's just a custom head model. I'll see if I can find it and upload it.
-Edit- Found it
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She's not finished yet. I think I need some time away from the character before I polish it up. I'm not completely happy with the way the model's turned out so I'm working on other stuff in the mean time. The skeleton was a pretty quick model to complete, so I did a render of that one first.
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Those models were done for testing purposes. I won't be releasing them until I see where Blizzard goes with securing maps and mods, and what they do with their marketplace.
0
I've edited this thread so all of my future models will be shown here, instead of making a thread for each unit. These models are not ready for release, as they aren't completely hooked up with animations like I have with the Footman. These are only work-in-progress models that will be rigged in the future. I'm focusing on getting assets finished before I get on with the animations and rigging.
That being said, here's a quick peek at my latest WIP piece, the Skeleton!
-Edit-
Updated the image. Has transparencies for its skirt-thinger!
0
The model and textures are custom created by me. I simply based the design on the Warcraft 3 cinematic version of the footman.
I've updated the model files, it should now have attachments and usable Defend animations. I've added a weaponless version as well now, so you can equip the footman with different weapons.
0
TBH, topics like this are only relevant to what your goal is for mapping, and how this would personally affect you. You bring up many great points that do require attention, but for the most part it is just a list of potential flaws which may or may not have any affect on your mapping experience. It's like asking if cars should be driven because they can cause death. You can't deny that they don't, but it's not a legitimate enough reason to stop.
0
A quick update, I've done a new render for the Grunt. You can see it in the first post.
The current polycount with the helmet is at 2150 polies, slightly higher than the average SC2 unit. This unit does have a Spec and Normal map, although much of the detail is done in the diffuse.
As an added bonus, here's a quick WIP image of my next model
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Thanks for all the feedback!
Here's a little update of the Grunt in the SC2 Editor. I've added some texture to the metal and added his signature horned helm. I'll be doing a render shortly.
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Those are all the same orc in the top image. The shoulderpad on the Grunt's left arm is not visible in that pose because it follows his shoulder, whereas the other pads are bound to his torso. I'm still working with the rig to see if I can animate the shoulders better. Right now the basic Grunt skeleton is tough to work with because it breaks some of the details on the new model.
Thanks for all the feedback! Keep it coming ;)
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Hey all!
Just wanted to throw up my next work-in-progress model for SC2. It's still a rough around the edges and I'm working on polishing him up. Hopefully I will have time to make some different heads and texture variations for this guy.
-Edit- I've uploaded 4 new models that have been coverted using Startools. Joining the previous Footman model are now the Grunt, Axethrower, Archer and Rifleman.
Download Link: http://www.sc2mapster.com/assets/warcraft-footman-model/
He's sitting at 1900 polies, using 512x textures (1024 used for above screenshots). I'm in the process of setting this guy up for animations, but it's still a ways away to completion.
- Update - Skeleton Renders!
-Edit- Updated the render... with more renders!
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Hey All!
The Footman Model is ready for release. You can grab it at the link below!
Footman Asset Link
Future updates when I get around to them: - Attachment points will be added - 'Defend' animations will be exported as 'Cover'
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You have to be using SC2Material and SC2Shader. These should be supplied in the .m3exporter tools as a script, "SC2plugins"
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@NezgalMB: Go
The textures are probably in the wrong path. Did you place the textures in Asset/Textures?
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Footman is completed!
You can check the sc2mapster asset link in the second post. Spread the word, and enjoy!