Of course it is possible, but this is a high poly model that recuires some serious rigging and skinning before it can be animated, then the animation...
not a very simple job
You problably want an existing model with animations and change the look so it matches that of Hall
For using in game I believe I would use an existing female npc model so I wouldn't need to do the animation, this is pretty quickly done if you want a fast result
From a learning point of view, I would rig, skin and animated the high poly model, this will take time ( and patience ), probably too much overhead if you want to use it in SC2 gameplay, but you will have a nice learning experience
Thanks for the advice. I have never done any 3d modeling so it's probably a bit above my skill level. But maybe I'll give something a shot, I just find it frustrating how few female's models there are in this game ... and most of them are ghosts as well.
The overhead from a cinematic model in gameplay would be unnoticeable at the absolute worst except for people who already are running below min spec, and that's only if you use a few dozen of the models at once. (my hardware is fairly out of date and 3 dozen+ cinematic hyperions is maybe a -1fps.) I tested this further by putting in a 110k tri model with 6 sets of 4kx4k textures and the fps loss was, again, minimal with a few dozen of them onscreen. You don't need to worry about polies that much in 2006. At this stage you should be asking yourself more "are these polies being useful or are they float for the sake of float?" See: Nvidia's laughable tesselation subdividing flat surfaces and producing more polies on their hair than can even be seen on a pixel.
The bigger problem would be consistency. The proportions are different and the textures would be more noisy. Really, the textures would be the toughest part.
For a skeleton, I'd just grab something like Epic's Unreal 4 skeleton and weight it to that. A walk cycle can be really tough, but if you're using it at the game view and not for a cinematic model, you can take the shortcuts blizzard took.
Honestly I could probably get away with having it just have an idle animation of some kind ... she has like 20 seconds of on-screen time. Which is why I probably won't bother and will just got with a civilian. I like to make it look good, but the amount of effort vs reward is probably too small in this situation.
I was wondering if it's possible to convert the Hall portrait (Female Terran Officer) into an actual model?
The portrait model has a full body, so I'm just curious if it would be possible. All I would need is the walk animation.
http://www.sc2mapster.com/assets/soulfilchers-models/files/17-fixed-hall-and-kachinsky-portraits/
Here Soulfilcher has fixed the portrait so it can be actually used in game.
http://imgur.com/a/YHPLG
Here are some images of the model from different angles.
Of course it is possible, but this is a high poly model that recuires some serious rigging and skinning before it can be animated, then the animation... not a very simple job
You problably want an existing model with animations and change the look so it matches that of Hall
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Yea I suppose I more meant would it be worth doing. Thanks Taylor.
Everything is worth doing if you believe in it ;)
For using in game I believe I would use an existing female npc model so I wouldn't need to do the animation, this is pretty quickly done if you want a fast result
From a learning point of view, I would rig, skin and animated the high poly model, this will take time ( and patience ), probably too much overhead if you want to use it in SC2 gameplay, but you will have a nice learning experience
It is what you want to take away from it
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Thanks for the advice. I have never done any 3d modeling so it's probably a bit above my skill level. But maybe I'll give something a shot, I just find it frustrating how few female's models there are in this game ... and most of them are ghosts as well.
The overhead from a cinematic model in gameplay would be unnoticeable at the absolute worst except for people who already are running below min spec, and that's only if you use a few dozen of the models at once. (my hardware is fairly out of date and 3 dozen+ cinematic hyperions is maybe a -1fps.) I tested this further by putting in a 110k tri model with 6 sets of 4kx4k textures and the fps loss was, again, minimal with a few dozen of them onscreen. You don't need to worry about polies that much in 2006. At this stage you should be asking yourself more "are these polies being useful or are they float for the sake of float?" See: Nvidia's laughable tesselation subdividing flat surfaces and producing more polies on their hair than can even be seen on a pixel.
The bigger problem would be consistency. The proportions are different and the textures would be more noisy. Really, the textures would be the toughest part.
For a skeleton, I'd just grab something like Epic's Unreal 4 skeleton and weight it to that. A walk cycle can be really tough, but if you're using it at the game view and not for a cinematic model, you can take the shortcuts blizzard took.
Honestly I could probably get away with having it just have an idle animation of some kind ... she has like 20 seconds of on-screen time. Which is why I probably won't bother and will just got with a civilian. I like to make it look good, but the amount of effort vs reward is probably too small in this situation.
Perhaps for this case. But even experimenting will teach you skills that will be useful for all of your time with custom content to come.
What he said :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here