I have used FumeFX several times before, but it still hard to get the results I wanted, usually too much smoke after 20 frames.
Change up the Gradient. Also the alpha curves. This will hugely effect how it looks. Also check the burn rate and smoke generation attributes. Alternatively, you can just not generate smoke at all - that's what I did for my textures. Then I just generated smoke on sc2 particles through another system. More control.
Now all animations and attachments are finished, MLRS models are all completed. I hope you like them (although there are less and less guys replied me now. any suggestions?)
I want to share some ideas on these vehicle models, usually a vehicle unit has 4 models, The unit, the missile model for launch, the FX model for explosion effect and the death model, in this model there are also missile packing tubes (for Doodads) and 2 different missiles/rockets (M26 and M74). And since there are a group of models for the single unit in the game, we need an index and names to search them in the editor, so all these model for M270 has a name like NanaKey(Team)_TO(unit)/EF(FX)/WP(Weapon)_MLRS(unitname)_A/B(variety).m3 and all stored in the index USArmy/MLRS. When you made many models, a perfect index and nomenclature is very necessary for you to organize and share you assets.
Don't concern yourself too much with replies. There are only a handful of people in the Starcraft 2 custom content community, and repeat replies often seem pointless to most people. Your thread is the only thread I read on all of mapster and I check a few times a day.
For organization, I always name things by race_unit_whatever. So, my particles for sins were like, ah_kinetic_impact_massive, ud_sorrowsong, ud_sorrowsong_bolt_impact, etc. In Starcraft 2 I am arranging folders by races, maintaining that naming scheme, and that's it. I always search by unit name when looking for stuff in my files.
It's my fault that this thread has few replies in days, I was hoping that we can have more share resources and communication here, but the truth is I am too lazy to write down enough information about the models and don't like zolden, I didn't make so many tutorials, so that's maybe the reason, I will do some changes for that.
Today's model is a MAC gun, the style and idea comes from Halo, and related effect is semi finished too.
That's a hard mission, if you want a high quality Kerrigan you can just use the SM model instead, besides there is no detailed information for your requests, such as what kinds of details is you want, and you didn't show Concepts and so on. That's really hard to for a modeler to get your point.
Today I made a MQ-9 model, it has quit simple structures so the model did take me much time, I think I can finished it this afternoon.
OK, MQ-9 model is finished. A small tip is that when you want to get white color model in SC2, I prefer to add some blue color to against the environment lights, pure white looks orange in default cutscene.
My health isn't very good these days, autumn is coming and I am sick when the weather changes, again it sounds like frogs though.
And I made this yesterday, Dustisa.
Good to hear you got into FumeFX. I am sure you will conjure better results than I did, seeing as I only spent a few days in it.
@IskatuMesk: Go
I have used FumeFX several times before, but it still hard to get the results I wanted, usually too much smoke after 20 frames.
Today I made the MLRS, M270 model. I haven't started to add textures.
Change up the Gradient. Also the alpha curves. This will hugely effect how it looks. Also check the burn rate and smoke generation attributes. Alternatively, you can just not generate smoke at all - that's what I did for my textures. Then I just generated smoke on sc2 particles through another system. More control.
Aww yiss. I was hoping you'd make that some day.
@IskatuMesk: Go
Thanks, I will have a try. It's smart that using fire only for the flipbook textures.
The MLRS is all most finished.
Now all animations and attachments are finished, MLRS models are all completed. I hope you like them (although there are less and less guys replied me now. any suggestions?)
I want to share some ideas on these vehicle models, usually a vehicle unit has 4 models, The unit, the missile model for launch, the FX model for explosion effect and the death model, in this model there are also missile packing tubes (for Doodads) and 2 different missiles/rockets (M26 and M74). And since there are a group of models for the single unit in the game, we need an index and names to search them in the editor, so all these model for M270 has a name like NanaKey(Team)_TO(unit)/EF(FX)/WP(Weapon)_MLRS(unitname)_A/B(variety).m3 and all stored in the index USArmy/MLRS. When you made many models, a perfect index and nomenclature is very necessary for you to organize and share you assets.
Don't concern yourself too much with replies. There are only a handful of people in the Starcraft 2 custom content community, and repeat replies often seem pointless to most people. Your thread is the only thread I read on all of mapster and I check a few times a day.
For organization, I always name things by race_unit_whatever. So, my particles for sins were like, ah_kinetic_impact_massive, ud_sorrowsong, ud_sorrowsong_bolt_impact, etc. In Starcraft 2 I am arranging folders by races, maintaining that naming scheme, and that's it. I always search by unit name when looking for stuff in my files.
Your models as always awesome
Thanks guys, it's really nice to hear that.
It's my fault that this thread has few replies in days, I was hoping that we can have more share resources and communication here, but the truth is I am too lazy to write down enough information about the models and don't like zolden, I didn't make so many tutorials, so that's maybe the reason, I will do some changes for that.
Today's model is a MAC gun, the style and idea comes from Halo, and related effect is semi finished too.
@Delphinium1987: Go
I do like me some guns.
DELP! Do you like my medusa? :D I just have to add glow.
@Narudek: Go
It's a model from Warcraft3, the low mesh doesn't match the SC2 engine very well. But it's still good start if you are studying on war3 to SC2 models.
The gun is finished~ I attached it to one of our character.
Delp can you convert (from heroes) or make for me Kerrigan model? More Detailed, better, more sexy :D for my campaign please.
@Narudek: Go
Sorry Narudek, I have already had plans and requests currently, I don't have time to get your request done now.
Who can convert (from heroes) or make for me better kerrigan ? :(
And please send me that resources what i wanted.
@Narudek: Go
That's a hard mission, if you want a high quality Kerrigan you can just use the SM model instead, besides there is no detailed information for your requests, such as what kinds of details is you want, and you didn't show Concepts and so on. That's really hard to for a modeler to get your point.
Today I made a MQ-9 model, it has quit simple structures so the model did take me much time, I think I can finished it this afternoon.
But i dont mean ultra detailed, but something like from hereos.
OK, MQ-9 model is finished. A small tip is that when you want to get white color model in SC2, I prefer to add some blue color to against the environment lights, pure white looks orange in default cutscene.
Fantastic.