Realy ? Cause I used them in my death animation for my Zenyatta and they work pretty well. I even thought that the waterbat from the tutorials have a tutorial about it, could be wrong tho...
As Zolden said, that is not really a ragdoll, it is exactly as it is in tutorials, I can make one , but it would probably be less complete than the official one.
Delphinium, can you make a ZergBuildingDeath model replica? I'm looking to just import-merge it with the current cerebrate, Defiler Mound, Queen's nest, I'm sculpting.
I'm looking for a max file, which I can grab and merge with the scene for export.
I'm sorry, I couldn't find the time to create tutorials for your provided FX max files. I find they are enough, and with your youtube tutorial, to help someone get started on particles.
@GhostNova91:
What was the fix done Ghost?
@TaylorMouse:
There is a ragdoll tutorial in the Tutorial. It's the waterbat model, pertaining to joints. Or assigning physics to bones. I much prefer a custom animation for death.
Physics can be hilarious in some cases. Like how ultralisks can throw marines zipping out into space. lol
Oh, they covered joints based ragdolls in the tutorial? Crap, didn't know that, and had to go the trial and error way to learn how to make those death body parts not fall aside from each other.
But practically I adore ragdolls, but not even as biological deaths, but rather as mech units deaths. It's cool to see tank threads or helicopter fans physically realistically get separated from the model, fly away, fall to the ground and randomly dangle here and there.
Xiaorobear had to use another program to create the anims and transfer to blender so I could transfer to max. This left the anims and timing way off. He fixed it to have normal speed anims and even added a spitting anim.
Sorry for these days delay! I current in a very special situation on my real life career. It not only take most of my free time these days and also disorganize all my plans. I am sharing my annoyance with friends to find solutions, but for now it's still a mess.
I'll be back in days, but some of my emphasis need to be changed. I will keep uploading new tutorials and doing more researches on overwatch VFX.
It's not my first time that I messed up your requests. When I started your project, things just went wrong every time O.o
Maybe it's just back luck of me...
When I finished the bones and rig, I met a power failure and all unsaved work gone with that,
and then my water pipe burst and killed my mobile HDD backup.
And after that, my career met new problems...
So sorry about everything, I don't know when or why I offended the god but things just came to me one by one...
It's not my first time that I messed up your requests. When I started your project, things just went wrong every time O.o Maybe it's just back luck of me... When I finished the bones and rig, I met a power failure and all unsaved work gone with that, and then my water pipe burst and killed my mobile HDD backup. And after that, my career met new problems...
So sorry about everything, I don't know when or why I offended the god but things just came to me one by one...
Hey Delphinium, you are doing absolutely AMAZING work with your effects here.
I would like to use the cinematic probe warp in effect that you created based on the Legacy of the Void cinematic, to recreate that moment in one of my maps, if thats alright with you. Thankfully you already uploaded the files of that on here, so thanks alot for that :D
Following Taylormouse's guidance, I have done some researches and tests on overwatch models, and imported Genji into SC2.
I chose Genji for HE DOESN'T HAVE A FACE, and since that I don't need to deal with SC2 Bone number limits.
I should mention that the SC2 editor can deal with a huge number of bones if it's needed. I have tested 600 bones in my earlier models. But the art tool has a conservative limit on that (Number of Bones must less than 255.). One of my partner has decrypted art tool files to look for solutions.
If you have good ideas, please share with me here~
Overwatch uses PBR ways to render the gloss of the models, you can find the metals and glasses are very real. But Starcraft II uses old specular ways. So the textures need to be remade to fit the SC2 engine's ruler.
I imported the original textures into 3dcoat and exported them in a different way. Translate the information on Metalness and Roughtness maps into Specular and Gloss maps. It retained a lot of details in original models, but additional modifications are still needed.
In fact I am "free" now, there is a 7 days Chinese National Day Holidays. But I still need to work everyday to deal with tons of different stuffs. Both mine and my partners'.
I already work on a tutorial about death animations and VFX. It contains two parts, I'll choose the spider mech and Renee's "Legion's Destroyer" to show the ways to create death animations based on physX calculation. But plz don't expect it soon, I am still in a mess.
I also want to share two new showcases from my partner. It's from our new map called "Blizzard Enforcement".
Realy ? Cause I used them in my death animation for my Zenyatta and they work pretty well. I even thought that the waterbat from the tutorials have a tutorial about it, could be wrong tho...
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
So any help? :D
@CybrosX: Go
As Zolden said, that is not really a ragdoll, it is exactly as it is in tutorials, I can make one , but it would probably be less complete than the official one.
Check the tutorial with the bombs ( I think)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hey everyone. Delphinium helped fix and did the effects on a Classic Hydra mod I've been working on. Here's a link for how to try it: http://ghostnova91.deviantart.com/art/IT-S-LIVE-635977396
Thanks Delphinium!
well yes, he's omni-helpful =P
Adun Toridas :)
Delphinium, can you make a ZergBuildingDeath model replica? I'm looking to just import-merge it with the current cerebrate, Defiler Mound, Queen's nest, I'm sculpting.
I'm looking for a max file, which I can grab and merge with the scene for export.
I'm sorry, I couldn't find the time to create tutorials for your provided FX max files. I find they are enough, and with your youtube tutorial, to help someone get started on particles.
@GhostNova91:
What was the fix done Ghost?
@TaylorMouse:
There is a ragdoll tutorial in the Tutorial. It's the waterbat model, pertaining to joints. Or assigning physics to bones. I much prefer a custom animation for death.
Physics can be hilarious in some cases. Like how ultralisks can throw marines zipping out into space. lol
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Oh, they covered joints based ragdolls in the tutorial? Crap, didn't know that, and had to go the trial and error way to learn how to make those death body parts not fall aside from each other.
But practically I adore ragdolls, but not even as biological deaths, but rather as mech units deaths. It's cool to see tank threads or helicopter fans physically realistically get separated from the model, fly away, fall to the ground and randomly dangle here and there.
@GnaReffotsirk: Go
Xiaorobear had to use another program to create the anims and transfer to blender so I could transfer to max. This left the anims and timing way off. He fixed it to have normal speed anims and even added a spitting anim.
hm.. I wonder how you guys communicate to get stuff done that quick.. Ouo, i'm still waiting on any news concerning my models xD
Adun Toridas :)
Hi everyone,
Sorry for these days delay! I current in a very special situation on my real life career. It not only take most of my free time these days and also disorganize all my plans. I am sharing my annoyance with friends to find solutions, but for now it's still a mess.
I'll be back in days, but some of my emphasis need to be changed. I will keep uploading new tutorials and doing more researches on overwatch VFX.
Best wishes!
@Veratai: Go
Sorry about that Veratai,
It's not my first time that I messed up your requests. When I started your project, things just went wrong every time O.o Maybe it's just back luck of me... When I finished the bones and rig, I met a power failure and all unsaved work gone with that, and then my water pipe burst and killed my mobile HDD backup. And after that, my career met new problems...
So sorry about everything, I don't know when or why I offended the god but things just came to me one by one...
Zeus, and poseidon. Or Thor. He does water and lightning.
You must offer a virgin, 10 bulls, and a barrel of beer.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
:DDDD That feeling when gods don't exist :l
wow.. O.o hope everything settles down for you
Adun Toridas :)
Hey Delphinium, you are doing absolutely AMAZING work with your effects here.
I would like to use the cinematic probe warp in effect that you created based on the Legacy of the Void cinematic, to recreate that moment in one of my maps, if thats alright with you. Thankfully you already uploaded the files of that on here, so thanks alot for that :D
@Crainy: Go
Hi, Crainy, I am current busy in my real life stuffs, so I don't have time to re-package other models that you may need later.
Instead, I'd like to share my effect-showcase mod, it contains most of my works on VFX for SC2. You can find the warp-in effects too.
https://www.dropbox.com/s/1hsxvzcwqi27qbe/VFXworks%20on%20StarcraftII.SC2Mod?dl=0
Enjoy~
@Delphinium1987: Go
Hi delpi :) should we expect another tutorial this mounth? I know you are busy now just, let us know in your free time.
@TaylorMouse: Go
Following Taylormouse's guidance, I have done some researches and tests on overwatch models, and imported Genji into SC2.
I chose Genji for HE DOESN'T HAVE A FACE, and since that I don't need to deal with SC2 Bone number limits.
I should mention that the SC2 editor can deal with a huge number of bones if it's needed. I have tested 600 bones in my earlier models. But the art tool has a conservative limit on that (Number of Bones must less than 255.). One of my partner has decrypted art tool files to look for solutions. If you have good ideas, please share with me here~
Overwatch uses PBR ways to render the gloss of the models, you can find the metals and glasses are very real. But Starcraft II uses old specular ways. So the textures need to be remade to fit the SC2 engine's ruler.
I imported the original textures into 3dcoat and exported them in a different way. Translate the information on Metalness and Roughtness maps into Specular and Gloss maps. It retained a lot of details in original models, but additional modifications are still needed.
@CybrosX: Go
In fact I am "free" now, there is a 7 days Chinese National Day Holidays. But I still need to work everyday to deal with tons of different stuffs. Both mine and my partners'.
I already work on a tutorial about death animations and VFX. It contains two parts, I'll choose the spider mech and Renee's "Legion's Destroyer" to show the ways to create death animations based on physX calculation. But plz don't expect it soon, I am still in a mess.
I also want to share two new showcases from my partner. It's from our new map called "Blizzard Enforcement".
That desert scene looks amazing. I love how stylized your work is it's very unique in my opinion. Keep up the good work!