Hey, Triceron, I wish you create a little "Texturing" tutorial, where you'd describe the key steps you go through to texture a model, including both, 3d max side measures (like proper uv-mapping), and photoshop side measures (like... making some parts brighter to underline the edges). I know some little tricks, but when I see your models, I want to learn something from you (especially remembering the fact that a big part of my common modelling knowledge I took from you).
The mage has a proper normal map, with most of the parts generated from a high res model. I mainly use Sculptrix to quickly create High Res models for normal mapping. Overall though, the 3D information from the normal maps don't show up very strongly in the SC2 engine. It mostly affects how spec works; I would say 70-80% of a unit's textures still comes from the Diffuse map, and the spec and normal maps work together to give a model that high-res look. It doesn't push it as far as say DOTA2 does though.
I would love to do a tutorial for modelling and texturing, however I primarily use Maya, and a lot of the techniques I use don't translate properly into Max.
Overall though, the 3D information from the normal maps don't show up very strongly in the SC2 engine. It mostly affects how spec works; I would say 70-80% of a unit's textures still comes from the Diffuse map, and the spec and normal maps work together to give a model that high-res look. It doesn't push it as far as say DOTA2 does though.
Could you post some screens of what doesn't look like you want and how do you want it to look? There is a chance that some material properties can work it out, and I could help to diagnose.
Earlier I noticed that your archer model look a bit darker, both by diffuse and by specular, relatively to the models I created materials for. That made me think, that you maybe didn't touch some material's parameters that could improve models look.
Looks great Triceron, One day I will finally Coerce you to let me grab Mage, DK, Grunt, Footman, And Demon Hunter from you :D haha your models are top notch.
All the models look truly fantastic, you're a huge credit to the SCII modding community.
I'd like to ask a few questions though, if you don't mind answering them :)
I probably won't unfortunately. As much as I love Druids (my main in WoW), as soon as I start making one I'll be going down a slippery slope trying to make them all. For now, I'm sticking to Warcraft 2 era of models, so anything that fits within that time space is what I will be focused on. Sorceress, Priests and Shamans would definitely be wishlist material, after everything else is said and done.
No time frame. It's something I've been working off and on for a long time now. I have a lot of nostalgia for Warcraft 2, and I'm reimagining those units in Starcraft 2. I'm partially inspired by Blizzard Allstars bringing back Warcraft 3 heroes. I would do Warcraft 3, but the amount of units in that would be way too much to recreate, and Warcraft 2 hasn't seen a proper 3D remake so that's basically why I'm doing this. I wouldn't be remaking buildings at all either, so don't expect a full-blown Total Conversion. Think of this as potential for Warcraft styled custom maps.
But Shamans, Sorceresses and Priests aren't in Warcraft II are they?
Anyways, if you intend on remaking the Warcraft II units, I presume you're not making all the ship units, like the Batttleship and the Juggernaught?
I'd presume you'll make,
Peasant / Peon
Demolition Squads / Goblin Sappers
Footman / Grunt, released
Archer / Axe thrower, released
Knight / Ogre
Mage / Death knight, seen
possibly, Gryphon / Dragon?
Correct me if there's any other units you intend to create / not create.
I'm simply curious about the models because I was considering using them for my Map. However I'd require a lot of models for it, so I'll just create it with SCII Models and possibly switch them in the future.
No Naval units. It's too tricky to get naval units to work in SC2 without a lot of workarounds.
Workers are possible, but not on the plate. I'm focusing on units you would see in a MOBA or RPG.
Demo Squad and Sappers have been in consideration. Had ideas to swap in Mortar Team model as the demo squad stand in. Not started by any means
Ogres are already in Blizzard Allstars. Will wait and see if Blizzard provides classic Warcraft versions, if not I'd probably modify them to be.
Knights, I'm purposely avoiding. Mounted units have scale issues, and the War3 knight has a huge head, would be weird in SC2.
Units in production/available
Ballista and Catapult models have been created. They require texture polish and new animations.
Archer needs to be resized for re-release. Currently it's 10X bigger than other units apparantly.
Mage and Death Knight almost completed. Death Knight is larger than most units, 'Hero' scaled. They're hero units, glowing weps etc.
Water Elemental based on the WoW model, still needs a death animation
Skeleton, Skeleton Warrior, Skeleton Archer are all semi-completed. Working on physics-based death anims for some fun explodey deaths.
Skeletal Grunt made. Might not be available with the other skeletons above.
Rifleman currently available. I made this model to give Dwarves more representation, and to fill in the current void of the Knight.
Gnoll model has been created, requires texture polish and a weapon. Thought I'd add a creep to go alongside forest trolls and ogres for possible RPGs.
Orc Warlock model made, based on Warcraft 3's Warlock/Gul'dan model. Might revisit it and revamp it.
Bunch of other boss models that I haven't touched on, keeping those for myself for future potential use.
Planned for the future
Possibly Zeppelins and Gyrocopters.
Possibly some random NPC units, like fire elementals, slimes, etc.
Gryphons and Dragons a distant maybe. Could be more work than worth, will see how things go
Variations of Heroes from Warcraft 1/2/3. Planning to base a lot of ideas on Blizzard Allstars models. Lothar conversion of Arthas; Doomhammer conversion of Thrall, Troll Shadowhunter conversion of D3 Witchdoctor, etc.
Overall, my plan has been to make units that honor the look of classic Warcraft and still fit in a Starcraft 2 environment. I want these units to fit in seamlessly with the other Warcraft units that Blizzard Allstars provides. Stitches the Abomination alongside an army of skeletons; Uther leading a force of footmen etc. I refrain from focusing on Warcraft 3 because it would involve way too many units to work on.
You have to understand that most WarCraft models are made and exported or just exported through the WoW Model Viewer, unless your customly crafting a character with it or any other possible ways, the model is stuck like that then
If you could make/obtain a modle from the WarCraft 3 Reign of Chaos Human Campaign, the Footman Captain you'd be my Hero i really want to get that and use it in a map im currently making a prototype for.
The casters are pretty much complete. The main things holding them back are their minions, the Water Elemental and Skeletons, which I don't have proper death animations for yet. Still taking a bit of RnD to get the particles working right.
On the other hand, I've gotten around to getting animations made for the siege weapons. These two are the first units I've made 100% custom animations for! The catapult also has flaming rocks, and both siege weapon deaths are based on the siege tank, so expect to see a nice big explosion.
As an added bonus, here's a WIP sneak peek at my latest model.
It got a normal texture for those robe folds?
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
Hey, Triceron, I wish you create a little "Texturing" tutorial, where you'd describe the key steps you go through to texture a model, including both, 3d max side measures (like proper uv-mapping), and photoshop side measures (like... making some parts brighter to underline the edges). I know some little tricks, but when I see your models, I want to learn something from you (especially remembering the fact that a big part of my common modelling knowledge I took from you).
Oh, and I glad you're back and modelling again.
The mage has a proper normal map, with most of the parts generated from a high res model. I mainly use Sculptrix to quickly create High Res models for normal mapping. Overall though, the 3D information from the normal maps don't show up very strongly in the SC2 engine. It mostly affects how spec works; I would say 70-80% of a unit's textures still comes from the Diffuse map, and the spec and normal maps work together to give a model that high-res look. It doesn't push it as far as say DOTA2 does though.
I would love to do a tutorial for modelling and texturing, however I primarily use Maya, and a lot of the techniques I use don't translate properly into Max.
Tried Blender?
Also consider giving those runes on his scarf and his crystal an emissive texture?
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
Really cool, love those robes. Do you still plan the next pack be the Mage-Death Knight combo?
Could you post some screens of what doesn't look like you want and how do you want it to look? There is a chance that some material properties can work it out, and I could help to diagnose.
Earlier I noticed that your archer model look a bit darker, both by diffuse and by specular, relatively to the models I created materials for. That made me think, that you maybe didn't touch some material's parameters that could improve models look.
I think it is noticable on this image:
The Mage model is finally completed! One step closer to the next release.
Now for some RnD on some fun, explodey death anims.
@Triceron: Go
Looks great Triceron, One day I will finally Coerce you to let me grab Mage, DK, Grunt, Footman, And Demon Hunter from you :D haha your models are top notch.
@Triceron: Go
All the models look truly fantastic, you're a huge credit to the SCII modding community.
I'd like to ask a few questions though, if you don't mind answering them :)
Priest
Sorceress
Druid of the Claw, with Bear model and
Shaman
Keep up the good work
"WHO SUMMONED ME?"
The mage model is... no words. Love it.
Man, when the WC II remake?
@Velkydia: Go
I probably won't unfortunately. As much as I love Druids (my main in WoW), as soon as I start making one I'll be going down a slippery slope trying to make them all. For now, I'm sticking to Warcraft 2 era of models, so anything that fits within that time space is what I will be focused on. Sorceress, Priests and Shamans would definitely be wishlist material, after everything else is said and done.
@XibadivS: Go
No time frame. It's something I've been working off and on for a long time now. I have a lot of nostalgia for Warcraft 2, and I'm reimagining those units in Starcraft 2. I'm partially inspired by Blizzard Allstars bringing back Warcraft 3 heroes. I would do Warcraft 3, but the amount of units in that would be way too much to recreate, and Warcraft 2 hasn't seen a proper 3D remake so that's basically why I'm doing this. I wouldn't be remaking buildings at all either, so don't expect a full-blown Total Conversion. Think of this as potential for Warcraft styled custom maps.
@Triceron: Go
But Shamans, Sorceresses and Priests aren't in Warcraft II are they?
Anyways, if you intend on remaking the Warcraft II units, I presume you're not making all the ship units, like the Batttleship and the Juggernaught?
I'd presume you'll make,
Correct me if there's any other units you intend to create / not create.
I'm simply curious about the models because I was considering using them for my Map. However I'd require a lot of models for it, so I'll just create it with SCII Models and possibly switch them in the future.
Units not worked on
Units in production/available
Planned for the future
Overall, my plan has been to make units that honor the look of classic Warcraft and still fit in a Starcraft 2 environment. I want these units to fit in seamlessly with the other Warcraft units that Blizzard Allstars provides. Stitches the Abomination alongside an army of skeletons; Uther leading a force of footmen etc. I refrain from focusing on Warcraft 3 because it would involve way too many units to work on.
Amazing job on the Mage, one of the best models made for SC2 so far.
@Sephiex: Go
You have to understand that most WarCraft models are made and exported or just exported through the WoW Model Viewer, unless your customly crafting a character with it or any other possible ways, the model is stuck like that then
If you could make/obtain a modle from the WarCraft 3 Reign of Chaos Human Campaign, the Footman Captain you'd be my Hero i really want to get that and use it in a map im currently making a prototype for.
Another update!
The casters are pretty much complete. The main things holding them back are their minions, the Water Elemental and Skeletons, which I don't have proper death animations for yet. Still taking a bit of RnD to get the particles working right.
On the other hand, I've gotten around to getting animations made for the siege weapons. These two are the first units I've made 100% custom animations for! The catapult also has flaming rocks, and both siege weapon deaths are based on the siege tank, so expect to see a nice big explosion.
As an added bonus, here's a WIP sneak peek at my latest model.
@Triceron: Go
3:27.... mapster doesnt allow embed with specific time -_-
Really impressive models. Animations look great too. Can't wait to see all this stuff in-game!
Awesome work, as usual.
Thanks Triceron.