The particles are something I would have to work on in the future when I am not split between like 5 different projects, perhaps later in summer. I would have to assess and address it on a per-unit basis and depending on what the needs of my campaign were at the time. But some things I had considered was adding dust from movements on big attacks, small amounts of heat distortion from exertions, blood and such in death animations (I have not checked the existing animations but I would probably heavily work on any existing death anim to make it fit the rest of my content). I would be rendering most of my own FumeFX textures for these particles much like I am the rest of my project.
I entirely understand if you don't want to release the max files, though.
My projects are all private, so battle.net stuff is a null issue for me.
/edit
Okay, I had a look at the Hive Tyrant (Claw upgrade).
The hit test volumes should conform to the model. Read the documentation about those. It'll make clicking on them feel much more logical, especially when they're big units. Same thing with the vol_target, it should generally conform to the mesh.
Export with uncompressed bones and animations. Ports generally don't like bone/animation compression, they jitter a lot.
Those look really cool. Do you have a place where I can download them all as one file? I don't really want to have to go through every page one by one. I would love it more, though, if you didn't mind sharing the actual source files as well (the max files). I like to touch things up before putting them into my campaign. Particles and such. That way I could also give you more specific feedback, such as on the volumes and such things. Either way, they look pretty solid just judging by the screenshots.
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Sure. Whatever works for you. Keep up the good work! :3
@deadlytrips: Go
The particles are something I would have to work on in the future when I am not split between like 5 different projects, perhaps later in summer. I would have to assess and address it on a per-unit basis and depending on what the needs of my campaign were at the time. But some things I had considered was adding dust from movements on big attacks, small amounts of heat distortion from exertions, blood and such in death animations (I have not checked the existing animations but I would probably heavily work on any existing death anim to make it fit the rest of my content). I would be rendering most of my own FumeFX textures for these particles much like I am the rest of my project.
I entirely understand if you don't want to release the max files, though.
My projects are all private, so battle.net stuff is a null issue for me.
/edit
Okay, I had a look at the Hive Tyrant (Claw upgrade).
The hit test volumes should conform to the model. Read the documentation about those. It'll make clicking on them feel much more logical, especially when they're big units. Same thing with the vol_target, it should generally conform to the mesh.
Export with uncompressed bones and animations. Ports generally don't like bone/animation compression, they jitter a lot.
Those look really cool. Do you have a place where I can download them all as one file? I don't really want to have to go through every page one by one. I would love it more, though, if you didn't mind sharing the actual source files as well (the max files). I like to touch things up before putting them into my campaign. Particles and such. That way I could also give you more specific feedback, such as on the volumes and such things. Either way, they look pretty solid just judging by the screenshots.