Textured paneling would bring out the UV stretching a lot more, like it did in Sins. It's possible with Unreal's material editor I can create dynamic UV's, however, and place tiles independently of mapped co-ordinates. But that is way too advanced for me at the moment.
Ideally, when updating the meshes, I would model all panels instead.
I have released an incomplete video I was producing earlier in the year for the sc2 art tools. As with all of my dev videos, there is no effort to censor the content or hide issues that happen with the content.
This video was originally intended to introduce an inexperienced user to the sc2 max plugin and some not so obvious pitfalls, as well as run through some basic functions of the material and particle systems. I never made the particle system portion since I wasn't experienced enough to make a tutorial on it, and I didn't cover the material portion in-depth either.
Some of the information may even be incorrect (notably I think I mixed up RGB multiply with emissive multiply in the base menu), since I did not bother to fact check anything given the video was never going to be released originally. Nonetheless, it may be useful to someone looking to break into custom graphics for sc2.
If there is enough demand I may continue the video or build a video regarding my porting pipeline, including the use of MindTex. I wouldn't mind making it, but there needs to be some people who would actually use it.
maybe it would be even more beautiful if you use a panel-based texture. example: tychus05_briefing_xelnagaworldship_diffuse
Textured paneling would bring out the UV stretching a lot more, like it did in Sins. It's possible with Unreal's material editor I can create dynamic UV's, however, and place tiles independently of mapped co-ordinates. But that is way too advanced for me at the moment.
Ideally, when updating the meshes, I would model all panels instead.
Yes, you first need a good uv map
I have released an incomplete video I was producing earlier in the year for the sc2 art tools. As with all of my dev videos, there is no effort to censor the content or hide issues that happen with the content.
This video was originally intended to introduce an inexperienced user to the sc2 max plugin and some not so obvious pitfalls, as well as run through some basic functions of the material and particle systems. I never made the particle system portion since I wasn't experienced enough to make a tutorial on it, and I didn't cover the material portion in-depth either.
Some of the information may even be incorrect (notably I think I mixed up RGB multiply with emissive multiply in the base menu), since I did not bother to fact check anything given the video was never going to be released originally. Nonetheless, it may be useful to someone looking to break into custom graphics for sc2.
http://www.gameproc.com/meskstuff/apex_dev/HMesk_Sc2ArtToolsIntro-muxed.mkv
If there is enough demand I may continue the video or build a video regarding my porting pipeline, including the use of MindTex. I wouldn't mind making it, but there needs to be some people who would actually use it.