You have art tools installed in your max, right? I'ts in the Standard SC2 material. And material should be applied to the mesh. And to see it work, you need to use Export Floater -> Preview, to "render" the model Cutscene editor, because max render doesn't understand material features.
You have art tools installed in your max, right? I'ts in the Standard SC2 material. And material should be applied to the mesh. And to see it work, you need to use Export Floater -> Preview, to "render" the model Cutscene editor, because max render doesn't understand material features.
they are just png, tga or dds files which serve the purpose of diffuse map, normal map, specular map ( the 3 bases), if your diffuse has an alpha layer, it can be used as a team color.
you can also have a emissive map, which highlights the part of the model.
You really need to get into the tutorials of the art tools, it is very well explained and the new textures are converted and exported in the correct format when using the export method Zolden explained.
Also in the art tools help is explained how to commit such a model with your textures
they are just png, tga or dds files which serve the purpose of diffuse map, normal map, specular map ( the 3 bases), if your diffuse has an alpha layer, it can be used as a team color. you can also have a emissive map, which highlights the part of the model.
You really need to get into the tutorials of the art tools, it is very well explained and the new textures are converted and exported in the correct format when using the export method Zolden explained.
Also in the art tools help is explained how to commit such a model with your textures
T.
I know everything of that; I'm asking how to make your own textures not using existing ones.
First, you need to uv-map the meshes of the model. There are tons of youtube vids about it.
Then you draw diffuse map.
To create normal map, you can use nDo and convert diffuse to normal. Another approach is to crete a high poly model, and bake normal map with xNormals. (Note: standard normal maps require inverting green channel and copying red channel to alpha, to fit sc2 standard).
Then you can convert normal map to the specular one in nDo.
Then you can prettify your diffuse map by applying some layers, based on cavity or AO maps.
First, you need to uv-map the meshes of the model. There are tons of youtube vids about it.
Then you draw diffuse map.
Draw? I know how to UV Unwarp and import it to Photoshop, but really you are telling my to draw an entire diffuse map? HOW? EDIT: which kind of UV Unwarp I have to use?
You can get find photos of metal, wood or whatever you want your model to look made of. And then just paste it to the diffuse. Then add smaller details, brighten or darken some areas.
You need to use Unwrap UVW one. And check some youtube tutorials, there are tricks that make unwrapping much easier than it can be.
You can get find photos of metal, wood or whatever you want your model to look made of. And then just paste it to the diffuse. Then add smaller details, brighten or darken some areas.
You need to use Unwrap UVW one. And check some youtube tutorials, there are tricks that make unwrapping much easier than it can be.
Take a look at some hand painting texture tutorials or you can use polypainting in ZBrush or Mubbox.
Btw, you no longer need to copy the red to the alpha channel in the latest release
T.
OK, I'll try to do my best with me new (and first) started project: the Terran Automaton. A kind of biped robot full of arms. Think will be a high poly model of more or less 20k.
Hey guys, I'm thinking on starting to model but I'd like to know how to add materials with team color glow, like the Zeaot's blades.
Emissive layer of the materail has Team Color Add mode.
How to add that glow? Because with Lens Effects don't work for me. In 3DS Max render windows it is showm but not in game.
You have art tools installed in your max, right? I'ts in the Standard SC2 material. And material should be applied to the mesh. And to see it work, you need to use Export Floater -> Preview, to "render" the model Cutscene editor, because max render doesn't understand material features.
Thank you very much :)
@Zolden: Go
In addition, how are textures made? I've seen so many models with custom textures which don't use in-game textures.
they are just png, tga or dds files which serve the purpose of diffuse map, normal map, specular map ( the 3 bases), if your diffuse has an alpha layer, it can be used as a team color. you can also have a emissive map, which highlights the part of the model.
You really need to get into the tutorials of the art tools, it is very well explained and the new textures are converted and exported in the correct format when using the export method Zolden explained.
Also in the art tools help is explained how to commit such a model with your textures
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I know everything of that; I'm asking how to make your own textures not using existing ones.
Use photoshop?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
First, you need to uv-map the meshes of the model. There are tons of youtube vids about it.
Then you draw diffuse map.
To create normal map, you can use nDo and convert diffuse to normal. Another approach is to crete a high poly model, and bake normal map with xNormals. (Note: standard normal maps require inverting green channel and copying red channel to alpha, to fit sc2 standard).
Then you can convert normal map to the specular one in nDo.
Then you can prettify your diffuse map by applying some layers, based on cavity or AO maps.
Draw? I know how to UV Unwarp and import it to Photoshop, but really you are telling my to draw an entire diffuse map? HOW?
EDIT: which kind of UV Unwarp I have to use?
You can get find photos of metal, wood or whatever you want your model to look made of. And then just paste it to the diffuse. Then add smaller details, brighten or darken some areas.
You need to use Unwrap UVW one. And check some youtube tutorials, there are tricks that make unwrapping much easier than it can be.
Take a look at some hand painting texture tutorials or you can use polypainting in ZBrush or Mubbox.
Btw, you no longer need to copy the red to the alpha channel in the latest release
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
OK, I'll try to do my best with me new (and first) started project: the Terran Automaton. A kind of biped robot full of arms. Think will be a high poly model of more or less 20k.