HaHa that would be pretty awesome! but I'd have to either severely decrease the texture size or actually take every building there and animate all the attachment points to make it move... neither of which is preferable.
The "Thing" model is on the first page, its the red one with yellowish teeth. I haven't finished the textures on it because I can't for the life of me get it to export... It probably would have already been in the thing game already but it just wont export properly.
Ugh, making good textures is incredibly time consuming... well here is the scarab with more "professional" looking textures.
I want to make the arms and back fin team colored, but I don't really know how to... still trying to figure that out. Anyways please tell me what you think!
PS, you guessed correctly, I actually am making a sc1 zergling. :)
They look like the normal ghost model with slightly more detail and a modified backpack and gun. So the model wouldn't too hard to make. The textures are the hardest looking part. If I find time I may make the models for them and post them here, then anyone can just go and make the textures.
You want me to make a sc1 zergling? is that what your asking? And I based the sc1 hydra right of of the ingame art from sc1. also When I sculpt the high polys of all these models their form and shape may change slightly. Yes I can change the torresque spikes.
EDIT: If you go look at the pictures, the hydra actually looks like that.
EDIT:
OK, I gotta ask, How does blizzard create their specular maps? because i'm looking at a few and I have no idea how I could produce something of similar quality.
If you dont like it I can redo the texture, I'm sure with a little practice I can make it look much better, and I'm a very fast learner. I think It looks funky because the lines arn't sharp or steady enough on it. I'll figure it out.
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Very Very nice! Looks fantastic! :)
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HaHa that would be pretty awesome! but I'd have to either severely decrease the texture size or actually take every building there and animate all the attachment points to make it move... neither of which is preferable.
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Alright I just uploaded The scarab on another site: Link Removed: http://www.mediafire.com/?84j59mjv5ice4s5
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I don't understand this sites project system... I uploaded the file but it says waiting on project and noone can download it...
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The "Thing" model is on the first page, its the red one with yellowish teeth. I haven't finished the textures on it because I can't for the life of me get it to export... It probably would have already been in the thing game already but it just wont export properly.
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Thanks! :D
I just finished sculpting the high poly for the torresque ultralisk, I'll make it into a normal map tommorrow, right now I'm tired...
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SC1 scarab .m3 file should now (or really shortly) be available here: http://www.sc2mapster.com/assets/phanalaxs-models/
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Got team color to work! It looks fantastic in the editor to me!
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Sure I can make a page for that, But I know they have to be approved before you can download from them so it might take a while.
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Ugh, making good textures is incredibly time consuming... well here is the scarab with more "professional" looking textures.
I want to make the arms and back fin team colored, but I don't really know how to... still trying to figure that out. Anyways please tell me what you think!
PS, you guessed correctly, I actually am making a sc1 zergling. :)
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They look like the normal ghost model with slightly more detail and a modified backpack and gun. So the model wouldn't too hard to make. The textures are the hardest looking part. If I find time I may make the models for them and post them here, then anyone can just go and make the textures.
0
You want me to make a sc1 zergling? is that what your asking? And I based the sc1 hydra right of of the ingame art from sc1. also When I sculpt the high polys of all these models their form and shape may change slightly. Yes I can change the torresque spikes.
EDIT: If you go look at the pictures, the hydra actually looks like that. EDIT:
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ok, cool. thanks! :)
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OK, I gotta ask, How does blizzard create their specular maps? because i'm looking at a few and I have no idea how I could produce something of similar quality.
0
If you dont like it I can redo the texture, I'm sure with a little practice I can make it look much better, and I'm a very fast learner. I think It looks funky because the lines arn't sharp or steady enough on it. I'll figure it out.