The mage has a proper normal map, with most of the parts generated from a high res model. I mainly use Sculptrix to quickly create High Res models for normal mapping. Overall though, the 3D information from the normal maps don't show up very strongly in the SC2 engine. It mostly affects how spec works; I would say 70-80% of a unit's textures still comes from the Diffuse map, and the spec and normal maps work together to give a model that high-res look. It doesn't push it as far as say DOTA2 does though.
I would love to do a tutorial for modelling and texturing, however I primarily use Maya, and a lot of the techniques I use don't translate properly into Max.
Wait, are you criticizing a game that hasn't even been designed yet for having high APM requirements? Also considering that APM is generally a PC term calculating keystrokes and mouse clicks, not button presses on a gamepad?
I think you're attacking the platforming genre with reasons that aren't really applicable. It isn't even a Hack-and-Slash, and even then those kind of games don't require crazy APM or button mashing, they're more about reflex and timing. It's not like a Fighting game where you have to string endless comboes together, memorizing all the button comboes. Platforming games are generally much more simple than that, and the challenge comes from maneuvering through the levels while avoiding enemy attacks; and figuring out boss patterns or weaknesses and exploiting them.
I took a major break from 3D stuff, making use of the summer while it's still here. Just came back from vacation, so I'm slowly getting back into SC2 stuff.
I've been workin on revamping some of my character textures. Here's a progress shot on the Mage so far.
While I don't usually agree with your sentiments, you've hit the mark with the core issues of the Arcade problem. There simply are not enough people interested in the custom mapping scene, and those who are are playing the top few mods or featured content, leaving little for the rest. I can't tell how many times I've left frustrated trying to play an obscure map publicly.
The current custom map scene is falling to the same trappings of the celphone apps market, where the few gain the most exposure and the rest is laid to the wayside. While this may also have happened in the past with SC1 and Warcraft 3's flood of TD's and DOTA, it was still possible to create a lobby for an obscure map and have someone join within reason. I don't know exactly what it speaks of to the general custom map playerbase, but it seems like there just aren't enough active players to justify creating content for anything outside a popular War3 remake or an iteration of a popular genre. It leads to stagnation.
- Edit -
As for actual improvements to the editor, anything to make it more like the Warcraft 3 system would be great. Include a wizard and simplify the system. I remember there was talk from the devs that there were going to be more Warcraft 3 features implemented in the editor. I'm anxiously waiting to see what they will do.
Agreed. There's so much untapped potential with custom models, we just need the means to access their files to learn from.
I just hope they allow the Blizzard Allstars model. With all the news of making it standalone, it worries me that they'll go 180 on it and lock away all the models server-side for some 'pay per hero' system.
Diablo 3 was released in May 2012, meaning sales would have been at its peak in Q2. The Annual Pass for Warcraft 3 was also in effect, covering from Oct. 2011 - 2012, meaning even if people were not actively playing World of Warcraft, they were still paying for it. This is a huge factor considering WoW usually sees a dip in subscribers during the summer, always has.
In 2013, we had Heart of the Swarm, but expansion packs don't usually sell as well as main titles. Starcraft 2 also does not reach the sales numbers that Diablo 3 does. Blizzard is also facing a dip in subscription numbers in China due to multiple factors; the main one probably being competition with other F2P MMO's (Age of Wushu reportedly has 20m player accounts). This is a major factor considering China comprises 40-60% of WoW's total playerbase. This is likely what spurred the decision for Titan to become F2P. It is rumored that prior to Q2 earnings announcements, it was entertaining a Pay-Per-Month system.
Overall, I don't think they're in any dire situation financially. It's hard to tell with Vivendi pulling out. While Activision Blizzard will gain more autonomy, other companies like Tencent (Chinese megamedia company, owners of Riot) now have stake in the company. It will be interesting to see what happens.
To create particle effects in SC2, you're literally punching in numbers and pulling sliders to get your results. The other part of it is the art and effects, which most people are going to be using Blizzard assets for now. It doesn't take long to create effects if you know what type of effect you want and the basic stats to achieve it.
Learning the system will probably take a long time, but after you get over the learning curve the actual content shouldn't take a long time. Most of the time will probably be spent tweaking, if anything.
Just a heads up, I've updated all the recently released units. Hopefully many of the issues have been resolved.
If there are any animations that are wonky, please don't hesitate letting me know, and I will do my best to address it. Since these units are using rigs from Warcraft 3, some of them will have wonky animations. It's something we'll have to bear for now.
Ah, right, I may have skipped over those steps for these new ones. I had them converted over to Startools format months ago and hadn't picked em back up till now. I'll add in proper attachments and hit tests to them while I get to the fixes. I'll keep updates on this thread when I release the newer versions
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The mage has a proper normal map, with most of the parts generated from a high res model. I mainly use Sculptrix to quickly create High Res models for normal mapping. Overall though, the 3D information from the normal maps don't show up very strongly in the SC2 engine. It mostly affects how spec works; I would say 70-80% of a unit's textures still comes from the Diffuse map, and the spec and normal maps work together to give a model that high-res look. It doesn't push it as far as say DOTA2 does though.
I would love to do a tutorial for modelling and texturing, however I primarily use Maya, and a lot of the techniques I use don't translate properly into Max.
0
Wait, are you criticizing a game that hasn't even been designed yet for having high APM requirements? Also considering that APM is generally a PC term calculating keystrokes and mouse clicks, not button presses on a gamepad?
I think you're attacking the platforming genre with reasons that aren't really applicable. It isn't even a Hack-and-Slash, and even then those kind of games don't require crazy APM or button mashing, they're more about reflex and timing. It's not like a Fighting game where you have to string endless comboes together, memorizing all the button comboes. Platforming games are generally much more simple than that, and the challenge comes from maneuvering through the levels while avoiding enemy attacks; and figuring out boss patterns or weaknesses and exploiting them.
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Hey all
I took a major break from 3D stuff, making use of the summer while it's still here. Just came back from vacation, so I'm slowly getting back into SC2 stuff.
I've been workin on revamping some of my character textures. Here's a progress shot on the Mage so far.
0
While I don't usually agree with your sentiments, you've hit the mark with the core issues of the Arcade problem. There simply are not enough people interested in the custom mapping scene, and those who are are playing the top few mods or featured content, leaving little for the rest. I can't tell how many times I've left frustrated trying to play an obscure map publicly.
The current custom map scene is falling to the same trappings of the celphone apps market, where the few gain the most exposure and the rest is laid to the wayside. While this may also have happened in the past with SC1 and Warcraft 3's flood of TD's and DOTA, it was still possible to create a lobby for an obscure map and have someone join within reason. I don't know exactly what it speaks of to the general custom map playerbase, but it seems like there just aren't enough active players to justify creating content for anything outside a popular War3 remake or an iteration of a popular genre. It leads to stagnation.
- Edit -
As for actual improvements to the editor, anything to make it more like the Warcraft 3 system would be great. Include a wizard and simplify the system. I remember there was talk from the devs that there were going to be more Warcraft 3 features implemented in the editor. I'm anxiously waiting to see what they will do.
0
Agreed. There's so much untapped potential with custom models, we just need the means to access their files to learn from.
I just hope they allow the Blizzard Allstars model. With all the news of making it standalone, it worries me that they'll go 180 on it and lock away all the models server-side for some 'pay per hero' system.
0
Many multiple factors.
Diablo 3 was released in May 2012, meaning sales would have been at its peak in Q2. The Annual Pass for Warcraft 3 was also in effect, covering from Oct. 2011 - 2012, meaning even if people were not actively playing World of Warcraft, they were still paying for it. This is a huge factor considering WoW usually sees a dip in subscribers during the summer, always has.
In 2013, we had Heart of the Swarm, but expansion packs don't usually sell as well as main titles. Starcraft 2 also does not reach the sales numbers that Diablo 3 does. Blizzard is also facing a dip in subscription numbers in China due to multiple factors; the main one probably being competition with other F2P MMO's (Age of Wushu reportedly has 20m player accounts). This is a major factor considering China comprises 40-60% of WoW's total playerbase. This is likely what spurred the decision for Titan to become F2P. It is rumored that prior to Q2 earnings announcements, it was entertaining a Pay-Per-Month system.
Overall, I don't think they're in any dire situation financially. It's hard to tell with Vivendi pulling out. While Activision Blizzard will gain more autonomy, other companies like Tencent (Chinese megamedia company, owners of Riot) now have stake in the company. It will be interesting to see what happens.
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News from the Q2 Earning Reports earlier today
"Blizzard All-Stars is in wider internal testing and will be talked about more later this year."
Not really much to work off of, but it's good to know there's going to be at least some information coming this year.
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Very awesome fountains! I really like the look of the mana fountain, very fantastic
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To create particle effects in SC2, you're literally punching in numbers and pulling sliders to get your results. The other part of it is the art and effects, which most people are going to be using Blizzard assets for now. It doesn't take long to create effects if you know what type of effect you want and the basic stats to achieve it.
Learning the system will probably take a long time, but after you get over the learning curve the actual content shouldn't take a long time. Most of the time will probably be spent tweaking, if anything.
0
The Grunt, Axethrower, Archer and Rifleman have all been updated. Please use these new versions.
The next batch of units will be the spell casters; the Mage, Deathknight and their summonable units, the Water Elemental and Skeletons.
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Just a heads up, I've updated all the recently released units. Hopefully many of the issues have been resolved.
If there are any animations that are wonky, please don't hesitate letting me know, and I will do my best to address it. Since these units are using rigs from Warcraft 3, some of them will have wonky animations. It's something we'll have to bear for now.
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@Delphinium1987: Go
I love the design of that spaceship! Can't wait to see that badboy textured
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Ah, right, I may have skipped over those steps for these new ones. I had them converted over to Startools format months ago and hadn't picked em back up till now. I'll add in proper attachments and hit tests to them while I get to the fixes. I'll keep updates on this thread when I release the newer versions
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Thanks for catching the bugs!
The Troll didn't have team colors yet, but it should be a fairly easy change to make. I'll add this to the list.
I'm not entirely sure what's going on with the Rifleman's animations. I'll take a look in the max files tomorrow