Cerberus Studio
Reminder: The download button to the right of this is only the most recently released model. Click on the file tab above to see all my other released models.
All of my released assets are kitbashes and/or retextures, and they are free for anyone to use. Please credit me though!
PLEASE! Please inform me of bugs, I'll see if I'm able to fix them.
After a long hiatus, I'm starting to pick up kitbashing and stuffs. I'll eventually get around to completing the Knights of Tyrador Reforged project, alongside the things that I get inspired to do.
I won't be taking requests, because I'm too rusty to do that at this point, and honestly, I want to make what I want to, and then share that with those who might be able to use those endeavors in their own projects.
What is that? A primal defiler...
loyely, now Big D, the Godzilla himself, is capable to bully everyone by making his entire army bulletproof at once :D
Looks very nice btw
I want to inform you that you have made a pretty nice bug, called Primal Defiler :D
In reply to DaveTheSpectre:
lmao
In reply to CerberusSC2:
xD
hello can you make a shade to your Lancer model? Just as the Adept has a shade, it would be cool if your Lancer could have a shade with sword that could fight
In reply to kabel_gossen:
I haven't been doing any model work for a while now, I got burnt out, overreached and all that. I will consider doing that with my move to an updated version of blender. It can be the project I use to teach myself how to use the modern plugin.
In reply to CerberusSC2:
Sorry to hear that you got burnt out :( I hope you are feeling better!
Alright so I downloaded a reaper and a female ghost model, they looks pretty nice but the reaper missing the shoulder texture and the ghost missing the whole suit texture, how can I solve this? Can you help please?
In reply to idontwanttoswitchmypw:
First thing to check is whether you have LotV dependency enabled, because it is often required for models to display all textures correctly
Second thing you need to try is to check whether all the custom textures are imported correctly. In like 99.95% of cases, they need to be in the directory Assets/Textures in the import tab. If they are in another directory, select them and right click them. Then select the option to move the files to another directory and type in the afforementioned Assets/Textures if this directory can not already be selected. Then save the map. Please note that it requires a restart of the editor to take effect.
If both options fail, it might be a problem with the files themselves. Download another copy and try the two steps above with them. Changing the texture names causes them to not be reconized by their models.
If that also fails, the model has errors, in which case you need to either fix it yourself or ask someone to do it.
Sorry for the insolence, I was mean. I hope we won't scold each other anymore.
May i suggest Silver skin for firebats, medics, and spectres?
In reply to totemhokem:
I could attempt to do one for firebats and spectres, but Wingedarchon already has the medic covered.
Do you count catterpilars as bugs ? xD
Because I have to inform you that I love this shiny catterpilar:
I really like those golden Protoss of yours :) Keep up the excelent work.
In reply to DaveTheSpectre:
Thanks. I have a few more lined up, and then I'm going to take another crack at the structures.
When I tried to do the structures, they imported fine, but when trying to use them, the editor would crash. Considering the editor doesn't say what causes the crash, I have to just test theories. It may just not be possible to make the Protoss structures golden, which would be pretty disappointing. It took me many hours of trial and error to get a consistent golden effect that's universal to every unit, I guess it'll just take some more to see if structures can actually be golden.
In reply to CerberusSC2:
Well there is always a way. If you don't intend to change the model itself and only want to change textures or apply that fresnel thingy that makes the golden effect, it can be done without blender and even on death & warp in models. I can eventually explain it to you if you are interested.
In reply to DaveTheSpectre:
I've tinkered with notepad++, I just haven't figured everything out yet. I considered using it for the Adun Immortal, but I couldn't make it work. I bet I kept missing something.
In reply to CerberusSC2:
Nah Notepad ++ probably doesn't work for that.
In reply to DaveTheSpectre:
It does actually. I did the deprecated buildings like that also. The only structure that will not be possible as easy is the Assimilator.
In reply to WingedArchon:
In reply to DaveTheSpectre:
Actually, I made a few of the structures that are functional within the editor and game, but after making them, they didn't look nearly as good as I had hoped. They just... looked shiny, and not very good.
Maybe with some tweaking to the emissive settings, I can get those back properly, but to get the materials to work right, I had to forgo them in the initial attempts once I figured out that rigid bodies were causing the initial errors in the editor.
And so while I've made them, I haven't really invested into them all that much. Right now I've been poking at maybe making a Umojan Structure Pack, with no offense to Sheeldwall, theirs wasn't really viable as I already have a faction that uses the covert ops structures, and I didn't want the player to be confused as to which faction is which.
In reply to CerberusSC2:
Yeah, I also found out about the rigid bodies xD
I also agree about Sheeldwall's Umojan structure pack. I understand that it surely took a lot of time to make and I don't want to sound like diminishing it, but it just isn't unique enough.