Hello all. I'm a noob when it comes to modelling and all that, so far I've learned enough to use the WoW Model viewer to export textures, import them into 3DS Max with that awesome M3 plugin, readd textures to the model, and export to be used in SC2. I am doing this for a few reasons. One, I can downscale large textures from 512x512 to 256x256, add attachment points to models that have none, and fix some of the weirdness the WoW Model Viewer creates with some models. A few I can think of are the Infernal, the banshee, void walker, etc... All is going well except for two issues I can't seem to figure out on my own.
First there's the banshee that uses some kind of transparency. When putting the skins back on her, I realized that all transparency is lost in both her hair and her dress. How would I go about fixing something like this? I'm not so much concerned about the dress as I am the hair, I like the lack of transparency in it. I even tried using the original, unmodified texture and to no avail. The problem seems to lie in the model.
Now the next issue is that when exporting characters, their cloaks and hair are only visible from the back side. Again, I have no idea on how to correct this. In 3DS Max the hair and cloak are visible from both sides of the model, but in SC2 they are transparent from the front.
Also if you want to get the death animation to work properly you'll probably need to reduce the scale of those floating bracers to like .00001% until they actually need to appear.
Thanks for the reply I'm mostly getting the hang of it now and can get almost all models exactly the way they should be. I am now having new troubles trying to attach weapons and armors. I noticed you are the author of this tutorial here that shows how to do team colors and attachments in 3DS Max, and I thank you for putting the time into it but there seems to be a missing step or two.
My goal is to create a dude who looks like a footman. After moving the weapon/helmet/shield model to the appropriate positions, m3 exporter requires I create bones for all imported models in order to export correctly. It seems I must add bones only after I have already scaled/moved the attachment models to their appropriate places, or the model keeps jumping back to its original position. So I select the models, create the bones, which creates these huge 3D triangles. I scale them down to 0.0 and all seems well. I follow the step to enable "Select and Link", drag and attach them to an attachment point. I test the animations and the models move. So I export the model and import into SC2.
But the result is all items are frozen in place and the sword is facing the wrong direction. I'm at a loss of what I'm doing wrong or what I'm missing.
Hello all. I'm a noob when it comes to modelling and all that, so far I've learned enough to use the WoW Model viewer to export textures, import them into 3DS Max with that awesome M3 plugin, readd textures to the model, and export to be used in SC2. I am doing this for a few reasons. One, I can downscale large textures from 512x512 to 256x256, add attachment points to models that have none, and fix some of the weirdness the WoW Model Viewer creates with some models. A few I can think of are the Infernal, the banshee, void walker, etc... All is going well except for two issues I can't seem to figure out on my own.
First there's the banshee that uses some kind of transparency. When putting the skins back on her, I realized that all transparency is lost in both her hair and her dress. How would I go about fixing something like this? I'm not so much concerned about the dress as I am the hair, I like the lack of transparency in it. I even tried using the original, unmodified texture and to no avail. The problem seems to lie in the model.
Now the next issue is that when exporting characters, their cloaks and hair are only visible from the back side. Again, I have no idea on how to correct this. In 3DS Max the hair and cloak are visible from both sides of the model, but in SC2 they are transparent from the front.
Any help will be greatly appreciated.
Nevermind, figured it out.
@strongfoe: Go
Cloak textures need to have two-sided checked.
Also if you want to get the death animation to work properly you'll probably need to reduce the scale of those floating bracers to like .00001% until they actually need to appear.
Thanks for the reply I'm mostly getting the hang of it now and can get almost all models exactly the way they should be. I am now having new troubles trying to attach weapons and armors. I noticed you are the author of this tutorial here that shows how to do team colors and attachments in 3DS Max, and I thank you for putting the time into it but there seems to be a missing step or two.
My goal is to create a dude who looks like a footman. After moving the weapon/helmet/shield model to the appropriate positions, m3 exporter requires I create bones for all imported models in order to export correctly. It seems I must add bones only after I have already scaled/moved the attachment models to their appropriate places, or the model keeps jumping back to its original position. So I select the models, create the bones, which creates these huge 3D triangles. I scale them down to 0.0 and all seems well. I follow the step to enable "Select and Link", drag and attach them to an attachment point. I test the animations and the models move. So I export the model and import into SC2.
But the result is all items are frozen in place and the sword is facing the wrong direction. I'm at a loss of what I'm doing wrong or what I'm missing.