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    posted a message on [Model Showcase] Warcraft Footman

    Tiny

    Unfortunately very tiny >_<

    SC2's camera angle is pretty far away, so the unit is very small. I still put in a lot of detail so that it can be used for custom maps with 3rd person or a closer camera.

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft Footman

    First!

    ------- Footman v1.0 Released! -------

    Get it at http://www.sc2mapster.com/assets/warcraft-footman-model/

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft Footman

    Hey all! It's been a while since I've posted anything new here. Here's the latest model I've completed, the iconic Footman from the Warcraft series.

    Inintially, I planned to remodel the Warcraft 3 Footman with a higher polycount. As I worked on the new model, I realized the Footman model was really uninspiring, so I switched up to the more recognized Footman model from the Warcraft 3 cinematics and figures. The model and textures were created in Maya and Photoshop. Displayed here are screenshots from Maya with 1k maps. Polycount for the unit is 1400-1500 polies.

    I will be releasing this model for public use. There's only a few animation tweaks and team coloring left to do, so keep an eye out.

    Warcraft Footman

    Medieval Men

    Posted in: Artist Tavern
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    posted a message on Where are the Animations?

    There should be a script called M3 Sequences that will allow you to quickly select and edit different animations.

    The animations are on different time ranges on the time slider, so I assume your slider isn't displaying a large enough range for you to see all the animations. You will have to increase the range on your time slider.

    Posted in: Artist Tavern
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    posted a message on Why are the faces inverted?

    One possible fix is to flag them as 'Double Sided' on the material. Not an ideal solution, but it should solve your problem. You should still figure out what the issue is with the normals.

    Posted in: Artist Tavern
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    posted a message on Weekly Art Exercise #1 Mech

    Here's a model I started ages ago that I never really finished. It was going to be one of my first test models for SC2, but I never got around to finishing it. Maybe I'll throw a quick texture on this guy for the challenge.

    Mech

    Posted in: Artist Tavern
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    posted a message on Editting Imported Models in 3D Studio Max

    @BlazerBlazingX: Go

    The 'Skin' modifier is what controls bone attachments and weighting on a mesh. 'Skin wrap' is a modifier that copies the weights from a mesh that has existing weights on it onto a new mesh.

    Posted in: Artist Tavern
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    posted a message on Editting Imported Models in 3D Studio Max

    @BlazerBlazingX: Go

    There are 'quick fixes' you can use to reapply animation to an altered mesh, but it won't be perfect.

    One method I use is to bring in your unit, make a copy of the mesh and do your alterations on the Copy. Once you are done, you can use the Skinwrap modifier and use the original mesh as your source. This basically reskins your Copy to all the bones using the original's as a base. Then 'Convert to Skin', and delete the original unmodified mesh. Now you have your new mesh bound to the old skeleton. Sometimes the weighting might not be perfect tho, and you have to fix some of it up, but it's a fairly simple and direct method.

    Look up Skin wrap modifier tutorials on how to do it.

    Posted in: Artist Tavern
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    posted a message on File Type and import help

    .TGA format has been around for forever, so it's not an issue with CS3 or 5 or whatever.

    You need to make sure you're using RGB, 8bits/channel. You probably misunderstood and set it to 16/channel or 32/channel, making the option to save out as a .tga go away.

    Posted in: Artist Tavern
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    posted a message on [Blizzard-made Custom Maps] FEEDBACK

    What Left 2 Die needs is VS.

    Sure you have the Terrans tryin to survive, what you need is a Z faction who can try to help their mindless horde break the fort.

    Posted in: Map Review
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    posted a message on Looking for a good generic SC2 rig with animations for import into MAX

    You could always import a unit from SC2 to work off of. Unit like the Civilians use a generic body shape.

    Posted in: Artist Tavern
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    posted a message on Alpha Channels and hiding parts of a model

    Alpha channels in Diffuse can be used for Transparencies or Team Color. The choice can be defined in the SC2 Material and the SC2 Bitmap (provided by NiNtoxicated01's plugins).

    Since you're asking about transparency only, you will need to check Use Alpha as Transparency in the Diffuse Map's settings. In the Material, change the Cutout to 35.

    If you are only changing the texture for a unit, you just have to make sure that you aren't affecting team color areas, since the alpha can control both.

    Posted in: Artist Tavern
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    posted a message on SC2MOD Custom Model Import Issue?

    If you created a mod, do you have that mod added into the map's dependencies?

    The sphere usually happens when the game can't find the model. This is usually an error with pathing, either the wrong path is used or something is not being added correctly.

    Another possible issue is simply the editor reacting to any changes you make to the game. Often times when I get those weird model sphere errors in the editor, I restart the editor and reload my map to see if it persists.

    I would also suggest testing a model swap with an existing model (something already in SC2, like scv or zealot etc) to make sure the problem isn't with the unit itself.

    Posted in: Artist Tavern
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    posted a message on Texture Compression

    @crazyfingers619: Go

    .DDS format is the go-to format. No Mip-Mapping, DXT3 for Normal and Diffuse maps. DXT1 is what I use for Spec maps.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Mobile Suit Gundam in Starcraft 2

    Mmm, the classic RX-78-2 :D Can't go wrong with UC Gundam!

    Great looking model, did you make that? I can't wait to see more :)

    Posted in: Artist Tavern
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