The Siege Tank Treads are seperate meshes and were animated using Keyed UV coordinates.
To animate UV coords select your Starcraft 2 material in the material editor, then select the Map you wish to animate (Diffuse,Specular,Normal,etc) make sure you select Starcraft 2 Bitmap, and choose your DDS file.
Now turn on Auto-Key which should be next to your time-line, if its on you should have a Red Border around your Window.
with auto-key on you can edit your UV Coords in the Starcraft 2 Bitmap material, Material keys will not show on the time-line, but if you have edited a setting with auto-key you should see Red Brackets around the arrows or text box.
Diplomacy maps, especially WW2 Diplo, suffer from nasty memory leaks when the meshes overlap.
Haha not a blizz dev yet, but hopefully I will get that opportunity.
You have a really good looking model there, vary clean. How many polys is it?
here are some tips I have found help when working with models for games:
- You can "Bake" in more detail and retain less polys by creating a High and Low poly version of the same model, rendering out the normal map of the High Poly and applying it to the Low.
- For larger maps and units that will be used in mass, you can "Cheat" geometry and only have the outer shell of the model. Blizzard does this with the Hellion, Siege Tank, and Roach ( if you look that the models in any 360 view, you will notice they have no underside.)
-Silhouettes are a great way to check the "Feel" of your model, they also help you recognize incorrect shapes and sizes. A simple technique is to create a pure black self illuminated material and set the enviroment to pure white.
Keep posting updates and hopefully you can inspire more people to join the sc2mapster art community :)
This unit is unanimated however. We can make animations for it sure, but gettiing the script to export the aninations is something else. The first issue we are having is that for some reason we can't set the animation squences.
We've figured out that its all one long animation, which the script pulls parts from. However even then we are still not having any luck getting it to create the sequences so we can export.
This unit is unanimated however. We can make animations for it sure, but gettiing the script to export the aninations is something else. The first issue we are having is that for some reason we can't set the animation squences.
We've figured out that its all one long animation, which the script pulls parts from. However even then we are still not having any luck getting it to create the sequences so we can export.
I've experienced this issue before. what works for me is after I've created the sequence, I have to close and rerun the script from MaxScript. usually this will get it to recognize where the sequence markers are.
Yup and these models will be avaible as soon as the EU Battle.net suppor team gets off their asses. And takes down WW2 Diplo EU (so I can upload a new version on an account that isn't locked).
NA takes less than 24 hours (In LA). EU can take up to a week. And the EU support team is in France.. Go figure.
My partner, Biohazard (I asked him to post after this one) did some GREAT retexturing of the naval ships. And we are both WW2 History Buffs so we gonna go through all 25 tanks pretty quickly :)
Here are some pics:
And here is a list of every tank we will be making:
Axis Armor:
[Whermacht] Medium Tank
1934: Panzer I
1937: Panzer 38
1940: Panzer III (Long Barrel) - Upgrades Panzer III Short to Long
1943: Panzer IV (Long Barrel) - Upgrades Panzer IV Short to Long
1945: Panzer V
[Whermacht] Heavy Tank
1934: Panzer III (Short Barrel)
1937: Panzer IV (Short Barrel)
1940: Panzer IV (Long Barrel) - Upgrades Panzer IV Short to Long
1943: Tiger I
1945: Tiger II
Or should I say how were they animated?
Was it a animation with track models or an animated texture? And if it was an animated texture how was it done?
Thanks!
My guess is that they animated the UV map, so it scrolls across a tiled tread texture while the Walk animation is playing.
The texture used is definitely not animated.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@FockeWulf: Go
(requires .m3 plugin pack v1.8 or higher)
The Siege Tank Treads are seperate meshes and were animated using Keyed UV coordinates.
To animate UV coords select your Starcraft 2 material in the material editor, then select the Map you wish to animate (Diffuse,Specular,Normal,etc) make sure you select Starcraft 2 Bitmap, and choose your DDS file.
Now turn on Auto-Key which should be next to your time-line, if its on you should have a Red Border around your Window.
with auto-key on you can edit your UV Coords in the Starcraft 2 Bitmap material, Material keys will not show on the time-line, but if you have edited a setting with auto-key you should see Red Brackets around the arrows or text box.
Formally Kinkycactus
@ZombieZasz: Go
I spy a Blizzard dev >:)
But seriously thanks a bunch, that is actually well within my limited 3d max capabilities (I think).
Just to show you what this is going into right now, let me direct your attention to this pic: http://s1088.photobucket.com/albums/i333/marshallwellington/?action=view¤t=Tiger2_1b.jpg
With absolutly NO mesh overlap :)
Diplomacy maps, especially WW2 Diplo, suffer from nasty memory leaks when the meshes overlap.
Haha not a blizz dev yet, but hopefully I will get that opportunity.
You have a really good looking model there, vary clean. How many polys is it?
here are some tips I have found help when working with models for games:
- You can "Bake" in more detail and retain less polys by creating a High and Low poly version of the same model, rendering out the normal map of the High Poly and applying it to the Low.
- For larger maps and units that will be used in mass, you can "Cheat" geometry and only have the outer shell of the model. Blizzard does this with the Hellion, Siege Tank, and Roach ( if you look that the models in any 360 view, you will notice they have no underside.)
-Silhouettes are a great way to check the "Feel" of your model, they also help you recognize incorrect shapes and sizes. A simple technique is to create a pure black self illuminated material and set the enviroment to pure white.
Keep posting updates and hopefully you can inspire more people to join the sc2mapster art community :)
Formally Kinkycactus
@ZombieZasz: Go
Ah ok.
Well I've got over 50 seperate models to make so... ya gonna take a while.
And the poly count is 321 but thats because I'm using 16-sided wheels.
Was kinda thinking of making a world of tanks map (without the artillery) with the same models so.. ya.
Even with the higher poly count the lack of so much mesh overlap makes such a huge difference.
Andd here you go another update: http://i1088.photobucket.com/albums/i333/marshallwellington/Tiger2_1c.jpg
Make a model for the jagdtiger next!
@tordecybombo: Go
This is next on the list but the Jadgtiger will be soon :)
Well guys,
Here it is. Avaible on NA!
This unit is unanimated however. We can make animations for it sure, but gettiing the script to export the aninations is something else. The first issue we are having is that for some reason we can't set the animation squences.
We've figured out that its all one long animation, which the script pulls parts from. However even then we are still not having any luck getting it to create the sequences so we can export.
I've experienced this issue before. what works for me is after I've created the sequence, I have to close and rerun the script from MaxScript. usually this will get it to recognize where the sequence markers are.
Formally Kinkycactus
@ZombieZasz: Go
Ah ok I will check into that.
Besides that, here is another mesh going into texturing!
i would suggest make the body of the tank taller and the gun a bout shorter other wise, wow!!
Yup and these models will be avaible as soon as the EU Battle.net suppor team gets off their asses. And takes down WW2 Diplo EU (so I can upload a new version on an account that isn't locked).
NA takes less than 24 hours (In LA). EU can take up to a week. And the EU support team is in France.. Go figure.
Ok some stuff we are working on :)
My partner, Biohazard (I asked him to post after this one) did some GREAT retexturing of the naval ships. And we are both WW2 History Buffs so we gonna go through all 25 tanks pretty quickly :)
Here are some pics:
And here is a list of every tank we will be making:
WW2 Diplo: Armored Tech Tree
Allied Armor:
[American] Light Tanks 1934: M2 1937: M3 1940: M5 1943: M22 1945: M24
[American] Medium Tanks 1934: M2A1 1937: M3 1940: M4A1 1943: M4A3E2 1945: M4A3E8
[American] Teir 6 Tank M26 Pershing M103 Heavy Tank
[British] Cruiser Tank 1934: Cruiser MkI 1937: Cruiser MkII 1940: Cruiser MkIV 1943: Cruiser Mk VIII/Sherman Firefly 1945: Comet I
[British] Infantry Tank 1934: Matilda MkI 1937: Matilda MkII 1940: Valentine MkIII 1943: Churchill MkIV 1945: Churchill MkVI
[British] Teir 6 Tank Centurion
Axis Armor: [Whermacht] Medium Tank 1934: Panzer I 1937: Panzer 38 1940: Panzer III (Long Barrel) - Upgrades Panzer III Short to Long 1943: Panzer IV (Long Barrel) - Upgrades Panzer IV Short to Long 1945: Panzer V
[Whermacht] Heavy Tank 1934: Panzer III (Short Barrel) 1937: Panzer IV (Short Barrel) 1940: Panzer IV (Long Barrel) - Upgrades Panzer IV Short to Long 1943: Tiger I 1945: Tiger II
[Afrika Core] Italian Armored Vehicals 1934: M11/39 1937: M13/40 1940: M14/41 1943: M15/42 1945: P40
[Afrika Core] German Armored Vehicals 1934: Sd.Kfz. 231 1937: Panzer II 1940: Panzer III Special 1943: Panzer IV Special 1945: Tiger I
[German] Teir 6 Tank Leapard 1
Comiterm Armor:
[USSR] Medium Tanks 1934: T-26 1937: T-46 1940: T-28 1943: T-34/76 1945: T-34/85
[USSR] Heavy Tanks 1940: KV-1 (After T-28) 1943: IS-1/IS-2 (More Damage and Speed vs More Armor) 1945: IS-3/IS-4 (More Damage and Speed vs More Armor)
[USSR] Teir 6 T-54 Medium Tank T-10 Heavy Tank
Here`s my post hope you like them
Inglorious Bio... Inglorious.
Anyways ya. Bio's really starting to get into this. That battleship pic is my mesh but his texture :) He can texture way better than I can :)
Some more pictures :)
The new Fleet Carrier and Battlecruiser* :)
Edit Battleship already in, this is battlecruiser >.>
Here is the body of the King tiger hope you all like.
(look is due to change after release) sorry 2nd one so bright
Hey everyone just an update:
We are currently in the process of making the Blizzard models look rather.. plain by comparison...