remember that you cant really have 3d pathing in sc2, (i mean that you cant have units under a bridge and on top of a bridge unless you somehow trigger it) but it looks like that isnt really going to be a problem.
I know I could make use of models like that in the UDK for sure. I'd have to split them apart but it'd be manageable.
Would you be willing to make a tutorial or perhaps record a portion of your modeling that castle? I'm really interested in learning techniques and practices for architectural modeling. It's pretty much a requirement for what I want to do in the UDK.
I already triggered it. Look under assets :p. But yeah it has problems and blizzard still needs to make you able to create regions on the fly that you can have people enter as a event. =( Stopped working on it for now any way.
@IskatuMesk: Go
it is fun, because it is the second model ever I started xD Because I am a noob on my self there might not be that much you could learn
g*
That would be good, because I am very low skill. So, the techniques you are using (hopefully) wouldn't be totally beyond my understanding.
Currently I#m using a 512x512 texture, but if I use it in a map containing wohle Middle-earth
I think I could lower the size without problems. But it is better to start with a large texture,
so it is up to you what size you need.
Yes I am going to add the hole, and additionally an explosion animation as soon as the
Hornburg is finished in modelling and texturing :-]
So, you fixed lighting problems ? I got all fixed except specular map. Specular map is like tearing my texture... other than that, all works fine... mostly...
nice. you're going to be a really good 3D Artist !
may we have a look at the basemesh ?
-head seams a bit to big / the body to small (its more than half of the torso, even a LOTR orc can't have a that big head ;) )
-looks somehow like he had an 8-pack
@Alrik1989: Go
remember that you cant really have 3d pathing in sc2, (i mean that you cant have units under a bridge and on top of a bridge unless you somehow trigger it) but it looks like that isnt really going to be a problem.
Looks awesome
I know I could make use of models like that in the UDK for sure. I'd have to split them apart but it'd be manageable.
Would you be willing to make a tutorial or perhaps record a portion of your modeling that castle? I'm really interested in learning techniques and practices for architectural modeling. It's pretty much a requirement for what I want to do in the UDK.
Keep up the good work.
@IskatuMesk: Go
maybe I could record an hour or so, but it may take some time, because this model does not have the highest priority at the moment.
it is fun, because it is the second model ever I started xD Because I am a noob on my self there might not be that much you could learn
Something I'm working on =) I love the Galaxy Editor btw.^^
Some kind of a prototype for my upcoming middle-earth 512² Hope Blizzard implements 512²... Otherwise this will turn out maybe a risk or sth.
Middle-earth WIP (No doodads)
@Usernameisntworkingright: Go
I already triggered it. Look under assets :p. But yeah it has problems and blizzard still needs to make you able to create regions on the fly that you can have people enter as a event. =( Stopped working on it for now any way.
That would be good, because I am very low skill. So, the techniques you are using (hopefully) wouldn't be totally beyond my understanding.
Some work in progress of my helms deep :-)
looks nice, very 'helms-deepish' texture size?
and will you add this little hole for the water later ? keep it up :)
@Dieable: Go
Currently I#m using a 512x512 texture, but if I use it in a map containing wohle Middle-earth I think I could lower the size without problems. But it is better to start with a large texture, so it is up to you what size you need.
Yes I am going to add the hole, and additionally an explosion animation as soon as the Hornburg is finished in modelling and texturing :-]
Those houses look a lot like the ones from the High-Res Doodad Pack for Wc3.
Update :)
Helms Deep is nearly finished (except the animation)
- around 8000 triangles
The inner part of the second wall is still missing, plus the entrance to the hall
Little work in progress screen
really nice !
on some places the texture seams to be a bit streched, but overall its a really cool model (!)
That looks really good. How are you UV'ing it?
uhm, step by step ^^
First inEditor impression (still having these shading problems, but with diffuse multiplier (lighting settings) set to 0 I found a little workaround.
So, you fixed lighting problems ? I got all fixed except specular map. Specular map is like tearing my texture... other than that, all works fine... mostly...
Looking quite spiffy there, bro!
Some sculpting I did for an orc unit. Work in Progress as you can see^^
nice. you're going to be a really good 3D Artist ! may we have a look at the basemesh ?
-head seams a bit to big / the body to small (its more than half of the torso, even a LOTR orc can't have a that big head ;) ) -looks somehow like he had an 8-pack