A lot of setup, a lot of testing, but it's fairly straight forward.
I cut up my footman model into chunks and imported it into the Marine Death example model file. I linked the chunks to the Marine's, hid the Marine model and applied physics bodies to each piece.
i played around with ragdolls and physics bodies last night, i might write a semi-guide/tutorial on it later.
it wasn't TOO difficult, i was able to create it using the incomplete help.
Took a slight break from Star Tools testing to get some new stuff done. I'm pretty happy with the way the skull turned out, it was a lot of fun to sculpt.
Hah, you made a Ballista and a Catapult, amazing models! The Rifleman too, the Twilight Sparkle pic too, keep it lol! Goes great with the purple skinned Night Elves.
The Water Elemental is awesome but maybe needs to be without the braces, now looks like Sea Elemental, with this greenish water. If for a water texture you used any of the Water textures, the Elemental could be tileset-based and look different e.g on Mar Sara he would be black, on Shakuras would be Purplish, on Korhal would be pale blue.
Hey buuuuuuuudy, if you ever do decide to release em, can we get versions without the particle emittters? or have em on the side?
tis be pretty annoying that I can't seem to find a way to disable Kerrigan's ones and would hate for the problem to persist into these fine specimens of artistic genius.
Rollback Post to RevisionRollBack
Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
Why not use the different tilesets textures for its skin? Would be cool to get a the water color of each tileset, e.g Mar Sara black water, Shakuras purple-blue, etc.
Right now I'm using a specific diffuse map made for the unit. It should be simple enough to swap out the textures with texture select by id in data though.
Btw, displacement material would look cool for the water elemental. Just make the main mesh a bit transparent, copy the mesh and apply displacement material to it with the same normals you use for the main mesh. And it should look pretty waterish.
Yeah, the ballista and catapult aren't finished yet, they don't have the dirt, shadow and highlights pass on the texture as well as no normal maps yet. For now it's on the backburner, I'm about to tackle some creeps!
@Triceron: Go
Awesome! I can't wait to play around with the physics myself.
did you run into any issues applying them or are they pretty straight forward?
Formally Kinkycactus
A lot of setup, a lot of testing, but it's fairly straight forward.
I cut up my footman model into chunks and imported it into the Marine Death example model file. I linked the chunks to the Marine's, hid the Marine model and applied physics bodies to each piece.
i played around with ragdolls and physics bodies last night, i might write a semi-guide/tutorial on it later. it wasn't TOO difficult, i was able to create it using the incomplete help.
i haven't tested Ragdolls yet, but I'd love to see how that's done!
In the meantime, I've been playing around a bit with learning particles. Here's my first attempt using radial smoke particles
@Triceron: Go
Black Particle effect under him, and a Team colored Ribbon effect on the eyes would be EPIC.
Took a slight break from Star Tools testing to get some new stuff done. I'm pretty happy with the way the skull turned out, it was a lot of fun to sculpt.
@Triceron: Go
hah! Looks great, great orcish character :)
@Triceron: Go
Holy shit it looks freaking good and evil just like a warcraft 2 era orc should :D
Water Elemental!
Although it's real similar to the WoW version, this is a new model with a higher poly count and different texture.
Hah, you made a Ballista and a Catapult, amazing models! The Rifleman too, the Twilight Sparkle pic too, keep it lol! Goes great with the purple skinned Night Elves.
The Water Elemental is awesome but maybe needs to be without the braces, now looks like Sea Elemental, with this greenish water. If for a water texture you used any of the Water textures, the Elemental could be tileset-based and look different e.g on Mar Sara he would be black, on Shakuras would be Purplish, on Korhal would be pale blue.
@Triceron: Go
also with better particles
@Triceron: Go
Hey buuuuuuuudy, if you ever do decide to release em, can we get versions without the particle emittters? or have em on the side?
tis be pretty annoying that I can't seem to find a way to disable Kerrigan's ones and would hate for the problem to persist into these fine specimens of artistic genius.
It's easy enough to export without the particles. I don't know why you'd want it without though, I think it looks way better with the water splashes
@Triceron: Go
Why not use the different tilesets textures for its skin? Would be cool to get a the water color of each tileset, e.g Mar Sara black water, Shakuras purple-blue, etc.
Definitely a neat idea :)
Right now I'm using a specific diffuse map made for the unit. It should be simple enough to swap out the textures with texture select by id in data though.
Btw, displacement material would look cool for the water elemental. Just make the main mesh a bit transparent, copy the mesh and apply displacement material to it with the same normals you use for the main mesh. And it should look pretty waterish.
Making such wonderful models, have you no shame!? ;)
The only one that bothers me somehow is the ballista/catapult. I can't put my finger on it, though.
Perhaps it looks a bit too polished to me, or it's the texture, no idea. ' Perhaps it's too clean? o,o'
Yeah, the ballista and catapult aren't finished yet, they don't have the dirt, shadow and highlights pass on the texture as well as no normal maps yet. For now it's on the backburner, I'm about to tackle some creeps!
Will you make also some War1/2 heroes? I'd love to see Doomhammer or Blackhand.
@TheTorrasque: Go
Blackhand? That puppet is not worth a spit ;)