DaveSpectre's Assets
I do all kinds of different kitbashes and retextures.
I am currently struggling with burnout and I am learning to live in some healthy balance. That means I will not release models very often, but sometimes I will make some when I feel like it. So I guess you could consider me semi-retired ? Anyway, I am not doing any requests for the moment, until my mind is healed, which might take a long time. So please do not ask any requests of me, no exceptions (Asking for a fix if model is broken is not a problem). But I still want to do at least some models and share them with you. Hopefully you will find some of them useful :)
Stay healthy and don't forget to rest regularly ! :)
Here you can find a list of models I want to make one day (Note that there is no order to this list): Models I want to make
I would also love to continue making story maps that would include my own models (But that's probably only a dream now. I have very little time and energy for that).
And last but not least, I'd really love to do more commander concepts with videos, because people seem to love those, of course those would require additional models and lot of them. You can find the list of potential commander concepts that I currently have in mind here: List of potential Commander Concepts (on the bottom of the page).
Original credits go to Activision Blizzard and their respective authors. Most of my stuff is made from their models, textures and voicelines, which means, don't use my assets for any commercial purposes. Otherwise you are free to use my models as you want including edits. Crediting is not necessary as long as you don't claim the model as your own. For edited models, I'd like to be credited as original author.
In reply to DefilerRulez:
Thanks :)
Thanks :) It's not primal tho xD Just another brood, like the Leviathan one.
Sometimes it's hard, sometimes not, the key is to use rather less stuff than more. For the Kaldir Ultralisk I actually used only the Stank model, retextured it (With using "Normal" texture of the base Ultralisk, because it doesn't have rotten flesh in it and combined Stank and Ultralisk "Diffuse" texture for the same reason. Then recolored.) and then moved some parts around, pretty much switched the back piece with the headpiece xD
Holy shit, that Storm Ultralisk. Fucking amazing.
Please, make more of those lmao.
Also I think something like Psionic Strain would make more sense.
In reply to x_plazma:
Thank you. You mean more Kaldir ones or Electric ones ? :O
Also the name doesn't matter that much anyway and it's not even supposed to be psionic, it's kind of bio-electricity, something like electric eels.
where's your advance stalker Nerazim model? It's showcased with the green glow but it's not present. I ask because the tal'darim advance stalker is not showing the red glow correctly but the nerazim stalker appears to be. The emissive in the tal'darim is set to team color, overriding the red glow.
In reply to FreezingAcidRain:
Oh, I think I don't follow. I don't have any Avanced Nerazim Stalker, it's one of the skins made by blizzard ... so I'm a bit lost, sorry xD
Could you please show images of the models you mean in the comment ?
In reply to DaveTheSpectre:
it's under the "Nerazim Task Force" under your photos
...ohhh....triggered colored....but now after digging deeper I realized the original tal stalker from bliz does not have emmisive. and I just use that as a template.
In reply to FreezingAcidRain:
Yep, now I understand xD
If you want I can make it have a permanent Green emissive texture, it's not really hard.
I think the Tal'darim stalker (The one Alarak uses in co-op, not the forged skin. If you mean this one) has emissive, but it glows only when attacking.
In reply to DaveTheSpectre:
well maybe, not perm green but i mean Tal'darim red. An orange purifier archon would take precedence.
In reply to FreezingAcidRain:
And do you want Nerazim stalker with red glow or a Tal'darim one with red glow ?
In reply to DaveTheSpectre:
Tal'darim with red glow please
In reply to FreezingAcidRain:
Ok
Hello,your Nerazim units makes very well.Will you make Nerazim Buildings?The Assert only have Nerazim Building textures without models.
https://www.sc2mapster.com/projects/nolanstars-textures
In reply to czhcao123:
Hi
Thank you. I plan to do the Buildings eventually, but not for a long time. I think those buildings made by Nolanstar will have to suffice for now. Textures only should be no problem, they can be applied to the original models in the SC2 editor similarly to the Dark Protoss in WoL campaign, they also have only textures.
In reply to DaveTheSpectre:
But I used them in scmr7.1,they didn't work,the structures still displayed as original ones, it had better to use m3 models.
In reply to czhcao123:
It is easier to use them with models yes, but not better at all. You have to apply them via actor events and such and that might be a bit difficult. I could do the models for those textures, but they would be placeholders, because I want to do custom models for them in the future and it would be wasted time.
I've got an idea, If you are going to use Nerazim protoss and you don't intend to use the normal Protoss as well, you can just rename the Nerazim textures to the name of normal ones, like Nexus_diffuse.dds instead of Nexus_Nerazim_Diffuse.dds or whatever they are called. If you then import those textures into the editor under Assets/Textures/ save tha map or mod and restart it, then the structures should show the Nerazim textures.
In reply to DaveTheSpectre:
I have tried to rename them,but It failed,it influenced all the maps,like virus.I have to delete the test map to make sc2 return to normal.At second time ,I tried it again,but it didn't work ,the buildings still keep original.So I prefer use m3 models,replace textures is a fussy work to me
In reply to czhcao123:
I have no idea how you managed to mess that up ...
I understand that you prefer it, but it still doesn't mean I'll do it. It isn't that difficult to just change the name of a texture inside the model's path since the textures already exist. There is a simple way without using any model editing software.
Just download Notepad++, export your desired model from SC2 editor (I'll use Nexus as an example, so you export Nexus.m3), then you open it in the Notepad++, you'll notice there is a ton of gibberish, but the texture paths are intact.
So you go to Search>Find>Type in "Nexus_diffuse.dds"(Or others ...)>Find next. It should find the texture path like Assets/Textures/Nexus_diffuse.dds. Here you can change the name of the texture the model is using, but with one important note, it needs to have the exact same number of characters, so you can't change it to the "Nexus_diffuse_dt.dds" it originaly has in the file, but you can change it for example to "Nexus_DiffuDT.dds", the name is not important, the lenght is. Then you of course need to change also the name of the texture file itself to fit with this.
The you do the same with the "Emissive" and "Specular" (Search, rename, rename the texture as well ...) and then you save it as whatever you want, for example "Nexus_Nerazim.m3", then when you import this model with "Nexus_diffuDT.dds", "Nexus_EmissiDT.dds" and "Nexus_SpeculDT.dds" (Or how you named it. Also the textures must go to Assets/Textures/) in the editor you have your m3 model with textures. Then you do the same with the rest of the models.
You can also do the same with the death and warp-in models if you want. It takes a lot of time (Which is the reason I dont want to do it), but you can be proud that you did it yourself.
In reply to DaveTheSpectre:
Thank you Dave
You are right, it feels awesome.
In reply to vastanx:
No problem :)
That's one sweet Tal'darim Lasarra !!!
Hi, I love your leviathan brood and umojan stuff!
Howerver, I have a problem: The female umojan ghost does not work. I tried to change the dependencies, but nothing helped. It does not work in NCO and Coop dependency. I mean, the model is imported without problems, but it has no animations. Whenever I set it as the ghost model, ghosts in the game do not walk, aim etc. They just stay in that weird t pose with the rifle between the legs. I noticed that the same thing happend with the female ghost models of the defenders of man (of which the umojan ghost is probably based) Is there any way to fix this?