I received a PM on May 19, 2012 from Println telling me that he created an m3 exporter for Blender, in response to my old thread asking whether or not one had been made.
This was truly a monumental boundary for Starcraft 2 custom content, as previously only those who had obtained 3Ds-max were able to make 3D art for Starcraft 2.
I expect that we will see a tremendous influx of users now using Blender to create custom 3D art that we can all choose from to download, much like map makers in Warcraft 3 had a tremendous collection of models and skins at thehelper.net
Seriously Println, you have overcome one of the largest boundaries in SC2 map creation and design.
Woah, that's fantastic. I was going to use blender until I learned I couldn't make art for sc2. I got 3ds max (which barely runs on my computer anyways) but this is quite good news. I may throw up a notice in the art threads somewhere...
Quote from println:
Thanks for the positive feedback. It's nice to know that there are people out there that actually want to use Blender to make Starcraft 2 models.
----
I think everyone had given up hope and didnt' bother to check. So I made a public declaration in General Discussion for you.
I'd rather use 3ds max than this awful program Blender, if it weren't so painful to use because the interface and where materials and everything is hard to find unlike 3ds max, not to say the objects like some cube and light or whatever it is created every time when you start blender.. overall everything is painfil there.
I'm hoping for converter tool or M3 exporter for Milkshape - yes I know this doesn't support some animations but it is godly to use it, so easy to model and so was 3ds max before so many new versions but 3ds max even with latest versions is more understandable than Blender..
And PritIn, your script does not successfully convert some M3 models to XML as I gave you example with the NomadDeath, otherwise is usefl for changing textures.
I'd rather use Blender than that awful program 3D studio max, if it weren't so painful to use because the interface and where materials and everything is hard to find unlike blender, not to say the amount of time it takes to start every time when you start 3D Studio Max.. overall everything is painfil there.
I'd rather use 3ds max than this awful program Blender
Why are you even posting in this thread is you don't like Blender. No one forces you to use Blender and no one forced you to post in this thread about Blender.
The conversion of the DeathNormad model to XML and back to M3 works now with the current version of the m3addon python scripts. I didn't saw you post edit in which you added that the DeathNomad doesn't work.
Btw. it's very easy to change the UI shown at startup completly. If you want you can change Blender that it shows material settings whereever you want.
I explain in the first part of my m3a video tutorial how to create a custom Blender Startup Layout that is suitable for animating existing Starcraft 2 models.
I just implemented the export of multiple UV layers. The m3 format supports up to 4 UV layers. The addional UV layers can for example
be used to place decals on a model.
The m3 exporter of my m3addon is now capable of exporting meshes with quads. It converts them automatically to triangles without touching the original mesh. Thus it's no longer necessary to manually convert quads to triangles before exporting.
Because instead of being a fanboy I am spotting the obvious flaws with the program and what didn't work with the script instead of saying like a Noob 'thank you' before even checking what works and what not. And this is not direspecting, it's called feedback.
Excellent, so far I was using the Texture Select by Id and I got it on death animation but now when I edit the DeathModel of the Nomad, I won't even have to use model and texture data for it, just change the model straight ahead.
Yes, the screenshot shows a sphere with a displacement model. Currently the functionallity is only available trough the advanced-materials-preview branch.
This screenshot shows a test of another new feature:
I received a PM on May 19, 2012 from Println telling me that he created an m3 exporter for Blender, in response to my old thread asking whether or not one had been made.
This was truly a monumental boundary for Starcraft 2 custom content, as previously only those who had obtained 3Ds-max were able to make 3D art for Starcraft 2.
I expect that we will see a tremendous influx of users now using Blender to create custom 3D art that we can all choose from to download, much like map makers in Warcraft 3 had a tremendous collection of models and skins at thehelper.net
Seriously Println, you have overcome one of the largest boundaries in SC2 map creation and design.
You can download it here
https://github.com/flo/m3addon
Tell'em he gets this.
Woah, that's fantastic. I was going to use blender until I learned I couldn't make art for sc2. I got 3ds max (which barely runs on my computer anyways) but this is quite good news. I may throw up a notice in the art threads somewhere...
Thanks for the positive feedback. It's nice to know that there are people out there that actually want to use Blender to make Starcraft 2 models.
Indeed, this addon is awesome and so is PrintIns hyper easy introduction to Blender.
Quote from println:
Thanks for the positive feedback. It's nice to know that there are people out there that actually want to use Blender to make Starcraft 2 models.
----
I think everyone had given up hope and didnt' bother to check. So I made a public declaration in General Discussion for you.
:)
I'd rather use 3ds max than this awful program Blender, if it weren't so painful to use because the interface and where materials and everything is hard to find unlike 3ds max, not to say the objects like some cube and light or whatever it is created every time when you start blender.. overall everything is painfil there.
I'm hoping for converter tool or M3 exporter for Milkshape - yes I know this doesn't support some animations but it is godly to use it, so easy to model and so was 3ds max before so many new versions but 3ds max even with latest versions is more understandable than Blender..
And PritIn, your script does not successfully convert some M3 models to XML as I gave you example with the NomadDeath, otherwise is usefl for changing textures.
I'd rather use Blender than that awful program 3D studio max, if it weren't so painful to use because the interface and where materials and everything is hard to find unlike blender, not to say the amount of time it takes to start every time when you start 3D Studio Max.. overall everything is painfil there.
And PritIn, you're awesome :D
@JackRCDF: Go
lololol blender noobs.
Why are you even posting in this thread is you don't like Blender. No one forces you to use Blender and no one forced you to post in this thread about Blender.
@Eimtr: Go
The conversion of the DeathNormad model to XML and back to M3 works now with the current version of the m3addon python scripts. I didn't saw you post edit in which you added that the DeathNomad doesn't work.
Btw. it's very easy to change the UI shown at startup completly. If you want you can change Blender that it shows material settings whereever you want. I explain in the first part of my m3a video tutorial how to create a custom Blender Startup Layout that is suitable for animating existing Starcraft 2 models.
@JackRCDF: Go Thanks :)
But yeah, Good work printIn
@xcorbo: Go
Thanks
I just implemented the export of multiple UV layers. The m3 format supports up to 4 UV layers. The addional UV layers can for example be used to place decals on a model.
This is simply awesome <3! Thank you println!
+Ark+
@TheHolyArk: Go
Thanks!
The m3 exporter of my m3addon is now capable of exporting meshes with quads. It converts them automatically to triangles without touching the original mesh. Thus it's no longer necessary to manually convert quads to triangles before exporting.
@EdwardSolomon: Go
Because instead of being a fanboy I am spotting the obvious flaws with the program and what didn't work with the script instead of saying like a Noob 'thank you' before even checking what works and what not. And this is not direspecting, it's called feedback.
@println: Go
Excellent, so far I was using the Texture Select by Id and I got it on death animation but now when I edit the DeathModel of the Nomad, I won't even have to use model and texture data for it, just change the model straight ahead.
A test of a new feature I am currently working on:
That's really awesome, still researching on displacement I see.
@xcorbo: Go
Yes, the screenshot shows a sphere with a displacement model. Currently the functionallity is only available trough the advanced-materials-preview branch.
This screenshot shows a test of another new feature: