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    posted a message on [Showcase] Custom Zerg models

    Here's a couple more updates!

    Burrow ability now works and has animations. Right now he sticks out of the ground too much, but it should be an easy animation fix.

    Burrow

    Wireframe added to Tyrant as well now!

    Wireframe

    Also updated the front page with better renders of the units, so check em out :)

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    Hey all,

    Updates on the Demonhunter! Team color works completely now, including 'Hero Glow' on the blades. I've added a Button and Wireframe for the Demonhunter as well. Here's a render of the Demonhunter with better lighting and normal map display.

    Demonhunter

    And a video of the unit in motion!

    Embed Removed: https://www.youtube.com/v/S05Nw0iMhSU?fs=1

    Thanks to OneTwo for creating the video!

    Posted in: Artist Tavern
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    posted a message on The dark side of the model is way too dark!

    The dark side appears because you have what is basically a cube, and the light is coming from a direction where it's casting a shadow on the other side. Move around your lights and see. There are a few settings in the .m3 exporter that you could play around with to make it not be affected by lighting, if that's the effect you wanted. The other suggestion I would make is to give it some bevelled edges so light can catch around the corners more smoothly.

    If there is an issue beyond this, show us a comparison between your box and similar working object (building, doodad) that has the look you want.

    Posted in: Artist Tavern
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    posted a message on Animations on Imported Units

    You set the time range under each animation name. You don't even have to delete the animations on the timeline, just point the Sequence timeline range to your new animation.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Custom Zerg models

    Here's a few more angles of the beast in Marmoset

    Tyrant

    Posted in: Artist Tavern
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    posted a message on Animations on Imported Units

    If you're talking about 3ds Max unit importing using the .m3 script :

    There's a specific script for that as a part of the .m3 tools. Run the .m3 Sequences script, and it should have all the relevant information for animation sequences. What this allows you to do is set the timeline range for each animation, and lets you name them appropriately. If you need an example, just load up any unit from SC2 into 3ds Max and take a look. Make sure you use SC2's animation naming system (Stand, Stand 02, Walk, etc) or else the game won't recognize them. You can use custom names for animations, but you would only be able to access those specific animations through triggers or abilities.

    If you're talking about the Editor, then I don't know.

    Posted in: Artist Tavern
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    posted a message on ModCraft - Weekly Workshops, Tutorials & Discussions

    @ Otixa

    Love the show, but tbh the turnout is never that hot. I think one of the problems is it starts soooo earrrlly on a saaaturrdayyyy for us NA peeps. I don't think anyone's usually awake at the time! Cept those EU weirdos, but they don't count. They never do.

    Aaannyways, I'd love to see this continue on, but something has to be done to bring in more viewers and get em watching during a time when everyone's awake and paying attention!

    Posted in: Artist Tavern
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    posted a message on [Showcase] Custom Zerg models

    Hey all, just following up with a small update on the Tyrant. It's still a WIP, but progress is progress :)

    Tyrant

    Posted in: Artist Tavern
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    posted a message on Problem : Reaver Model !

    You can simply link attachments to bones. They don't need to be right on the bone, so you can have attachments wherever you want it and still be linked.

    Posted in: Artist Tavern
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    posted a message on Problem : Reaver Model !

    Use SC2 units as an example. Open up 3-4 different vehicle type units in 3DS max and take a look at the attachment points, their locations, what they're parented/attached to, and what names they are.

    The simplest and quickest way I found to get the attachment points I needed was directly taking them from an existing unit that had everything I needed set up. Everything worked and was generally in the right place (had to move a few to fit).

    Posted in: Artist Tavern
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    posted a message on [Request] can anyone resize two models for me?

    Hm, I hadn't even thought of the root, haha. That's probably the best solution.

    Yay for Ulti!

    Posted in: Requests
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    posted a message on [Request] can anyone resize two models for me?

    It's not an easy change in the model because what you're asking for is a model change AFTER animations were applied.

    Changing the scale of the model breaks the rig and animations. Scaling the rig simply does the same as what the editor is doing, skewing animations.

    You would need to have someone detach the mesh, do the scale changes to the mesh, then re-rig it to the skeleton (which would be out of proportion) and hope it works. This is not a simple or practical task.

    Posted in: Requests
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    posted a message on [Showcase] Custom Zerg models

    Hey guys! Just wanted to show off my latest models. Everything is modelled from scratch in Maya and Zbrush. Textures created in Photoshop. Rigging and export in 3DS Max.

    If you're interested in modelling, I will be doing a Character Modelling tutorial livestream for ModCraft in the future. Keep your eyes peeled!

    Zerg Tyrant 2604 Triangles - 512x512 Texture maps - Team Colored - Animated (Crypt Lord anims)

    Tyrant

    Embed Removed: https://www.youtube.com/v/D88LOd_pWt8?fs=1

    Zerg Harbinger 2112 Triangles - 512x512 Texture maps

    Harbinger

    - Edit - Replaced old pics with better renders

    Posted in: Artist Tavern
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    posted a message on Is there a way to import war3 models to sc2?

    Check the threads in the tools forums for more information. There's a lot to sift through, but generally the script should be straight forward. The .mdx files that you import using the import/export script should have animations set up for SC2 export. You will need to set the material, however. You need to use a Starcraft 2 shader, using Starcraft 2 bitmaps (scripts for this is provided in the .m3 exporter tools). The .m3 exporter does not support particles yet, so if you export a doodad that uses particles like a fountain, it may not work 100%.

    You will also need a .blp converter to change the file into .tga, then to .dds. For this I suggest checking places like Hiveworkshop or doing a google search to find a .blp converter. You will also need a program to convert .tgas into .dds, such as gimp or photoshop with .dds plugin.

    http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/files/13-mdx-import-export-plugin-v2-0-3/

    Posted in: Artist Tavern
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    posted a message on Is there a way to import war3 models to sc2?

    You can import War3 models into SC2 if you have 3DS Max and the correct plugins/scripts. You can use the .mdx importer to bring War3 models into 3DS Max, then you can use the .M3 Importer/Exporter to spit them back out into SC2.

    Posted in: Artist Tavern
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