Complete with naturals, speculars and emissive textures, Vol_Target, HitTestFuzzy and HitTestTight, Ref_Weapon Right and Left for each hand, and Ref_Weapon right between his eyes in case you want him to shoot lasers from his eyes.
Edit: I'm pretty sure the crystal skirt would look ridiculous, but maybe some particle effects would make him look good, some black swirling darkness emitting from his wings..?
You should follow my tutorial to set up a better normal and specular map, because the normal map does not work well if there is no specular map, also this guy is ideal for adding a emissive map for the pink/purple parts
The specular map is in the B channel of the normal file, and emissives are in the R channel iirc. Although I am pretty sure I ended up using the RGB channel of the diffuse map for emissives in the end, since that ended up looking better (as you can imagine).
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I remember there were issues preventing the demon form model from being imported into SC2 a few years ago- do these problems still exist?
If not, I'd like the model with some variations. I'll find the animations I'd like once we know the model is actually usable.
This Guy:
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
Complete with naturals, speculars and emissive textures, Vol_Target, HitTestFuzzy and HitTestTight, Ref_Weapon Right and Left for each hand, and Ref_Weapon right between his eyes in case you want him to shoot lasers from his eyes.
Edit: I'm pretty sure the crystal skirt would look ridiculous, but maybe some particle effects would make him look good, some black swirling darkness emitting from his wings..?
You should follow my tutorial to set up a better normal and specular map, because the normal map does not work well if there is no specular map, also this guy is ideal for adding a emissive map for the pink/purple parts
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
The specular map is in the B channel of the normal file, and emissives are in the R channel iirc. Although I am pretty sure I ended up using the RGB channel of the diffuse map for emissives in the end, since that ended up looking better (as you can imagine).