• 0.937847130388786

    posted a message on Complications with imported Wow Model

    Hi there sc2ggamer,

    Right off the bat I can say that the distortions of the mesj (flying off screen) have most likely something to do with the weight attachment to the bones of the armature. From the look of it vertices aren't painted to a bone in at least some degree making them "unallocated".

    See attached image, the marine shield is weight painted (red coloring) to bone "Shield" <-- case-sensitive. Vertices that aren't weightpainted are blue.

     

    As for the textures, make sure the filepath in the editor is the exact same as the one used on the model.

    If the texture filepath in the model reads: "Assets/Textures/My_Model_Texture.dds" In the editor you must also import the textures equally. See attachement.

    This is what I can say from first glance of your images and explanation. Hope this is useful for you.

    Posted in: Artist Tavern
  • 0.93754982726548

    posted a message on Custom Morphing Animation via Blender

    In reply to williamjay2:

    Hi man, yeah I though it could be such a thing. But to have figured it out on your own is always the best. I've checked the new installment and that does look more like what one would expect. Nice. 

    Posted in: Data
  • 0

    posted a message on [Showcase] WingedArchon Talon Faction

    In reply to Alleyvipersc2:

     Thanks mate!
    [Edit]: Done some tweaks to the Robotics Facility, now the geosphere is working properly again. Also I came from the idea to have some flashing screen during power-down state. Below gif shows off some animations.
    Posted in: Artist Tavern
  • 0

    posted a message on Custom Morphing Animation via Blender

    In reply to williamjay2:

     Hi man, With regards to the gif-making. Edhriano once pointed me towards using Bandicam and Honeycam for recording of video's and gifs.  And I have to say, they work pretty good for that purpose XD.
    Now let me understand correctly what I'm seeing in the map.
    The fighter aircraft, when commanded to morph back and forth changes 'orientation' in that it tilts the nose yes?
    Some points of attention perhaps.
    - The engine bay doesn't move along with the tilting animation and "jumps" in a new position when the morph is complete
    - The model seems to have a slight offset between its strafe mode and normal mode, where it jumps slightly forward and backwards. 
    - The particle effects of the engines remains unchanged in either mode.
    The tilting of the aircraft however appear natural and looks smooth from start to finish (with exception of the points mentioned above)
    For reference: It made me immediately think about the C&C3 Firehawks initiating their stratofighter.
    I'd say: with some more experimenting and trying out, you'll get a stratofighter-ing Aircraft as well. XD

    I hope this helps you.
    And I do hope to see you generate more custom stuff!
    Posted in: Data
  • 0.938568376068376

    posted a message on Custom Morphing Animation via Blender

    Hi Williamjay.

    Perhaps an idea. You can use a gif recording recording program to show your creation directly.

    Having mentioned that. I'll take a look when I can later today. Always good to see new artists in the making XD

    Posted in: Data
  • 0.93863393810032

    posted a message on [Showcase] WingedArchon Talon Faction

    Ooh haha, I maybe should've been a bit clear, the pack would be added off course XD.
    Alright then. With the Deathwing (just above) now uploaded just now, I'll create a full unit pack with before continuing with the buildings.

     

    [Edit] Originally I did a test to try and make the Talon units a tat more glossy, reminiscent to the Golden Age units from the Blizzard Warchest. While the result wasn't what I was aiming for, I did have a prototype unit finished. It will now serve the Kitbashing scene.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] WingedArchon Talon Faction

    I have bit of a question. Is it preferred if I make a "complete units pack" download over on tthe Talon Assets channel now that the last units are uploaded? (Or after I add the winged Tiamath). I reckon clicking once for all the assets beats clicking for each individual one.

     

     

    Posted in: Artist Tavern
  • 0.938601174586225

    posted a message on [Showcase] WingedArchon Talon Faction

    The craze doesn't stop! Now they even fit the mighty Tiamath with wings!

    Sorry, I've had a bottle of wine and I'm in a good mood XD

    Posted in: Artist Tavern
  • 0.938144329896907

    posted a message on [Showcase] WingedArchon Talon Faction

    In reply to DaveSpectre122:

     Haha thanks mate. Only thing I didn't yet have for ththe images was the correct textures, they were on a different flash drive. And one other thing that doesn't show is that I created an engine burn similar to that of the Scout. I'll make an image of that when I combine it with the new textures. Ooh, and I still need a portrait for it XD. You are correct btw, blenders screw-ups is a chance for a creative work around for us. 
    Posted in: Artist Tavern
  • 0.938278289117488

    posted a message on [Showcase] WingedArchon Talon Faction

    [Edit] Also included some footage of in-game view with weapon attachment

    Posted in: Artist Tavern
  • 0

    posted a message on Working with ribbons and editting beam models [Blender]

    Probably yes. *Sigh.

    Ohh well. Yesterday I've been doing some fiddling with the last aircraft I have yet in line to the Talon model migration. And I think I'm almost settled on a suitable alternative that does work in blender. In a little bit I may be able to finalize it.

    Posted in: Artist Tavern
  • 0

    posted a message on Working with ribbons and editting beam models [Blender]

    In reply to DaveSpectre122:

     You're referring to Notepad++ I think right? Well its not so much the void ray beam in particular, but I discovered that I can no longer actually edit the beamtype models I created long ago (such as the attachment) And I'm currently updating the Tempest/Dominator model and I was looking in restoring some of that lightning arc stuff, but blender completely shuts me down on that.
    And I'm not really eager to make some weird placeholders through planes and bones with a separate animations... Although that seems to be the only way any of it would work.

    My question was perhaps a bit mis-formulated.
    I was hoping something could be done through a fix on the import/export thing or whatever, but I'm not a programmer or anything like that so I dare not touch that subject.
    Posted in: Artist Tavern
  • 0

    posted a message on Working with ribbons and editting beam models [Blender]

    Hi Everyone.

    I would like to bring this topic up once again because I've come to find that using blender and wanting to work with ribbons or editting beam models (such as void ray beams etc) have become an impossibility.
    The latest version of blender appears almost useless when dealing with ribbons. The only tyoe I've been able to work to some extend (Not much at all) is ribbons with a singular attachment location.

    Any ribbons that also make use of an endpoint (such as arcs or beam models) will simple not appear.

     

    Even a simple task as import/export with no further alterations of an existing model that uses either of these is basically flawed by default. No ribbon effect showing up --> think of the arcs showing on a Tempest, think of the void rays attack beam, and the like.

     

    Does anyone know of a way to succesfully work with ribbons or beamtype models?

    Thank you.

     

    Posted in: Artist Tavern
  • 0.939452585015206

    posted a message on [Showcase] AV Reinforces

    Haha that Protoss marinelike unit. I really enjoy that ons. Clever use of the various parts XD

    Posted in: Artist Tavern
  • 1.29835763062565

    posted a message on Starcraft: Time Splitters - Campaign Feedback

    Hi all,

     

     

    As I mentioned not so long ago, I'm completely reworking a new angle for Time Splitters mission 3.
    The former placeholder for the mission didn't feel like a good fit for the placement in the campaign and the direction of the mission.
    Hereby I would like to take a moment to show off the work in progress of new mission 3 I've dubbed: Bionical.

    It will further develop the Talon subfactions (planned along with the next one: The Autonomous Sword)

    Hope the scenery is to a liking.

    Posted in: Map Feedback
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