I just used 3ds max and photoshop (zbrush to get a generic character mesh but just for a quick export). I would recommend not using 3rd party tools to learn how to model, but whatever floats your boat :D
If you download the files you'll notice i used arthas's rig as a base, these animations are about 80% of what we needed, basically a run animation, a hit animation and various attack animations. The skeleton and all named and animations are named with blizzard's standards so they're all good to go, they just suck right now since i haven't touched the animations to fit the custom rig, haha. Also the skinning is atrocious, i only spent a couple hours on it.
I would highly reccomend talking to Rrowland about what he wants in terms of additional animations, since he's more or less the head of this project.
As for Max and Maya. I'm with ya there, not only am i more familiar with animating in maya, i think they're skinning is far superior though i must admit i'm very new to max and had professional instruction in Maya. But the reality is all the tools are designed to work for max so unless you have some for of export import tool for the two programs that will maintain the animations, bones, helpers, weights, the whole shebang, you're pretty much stuck with max.
Good to see more interest. Again, if there are any more question or anyone needs help don't be afraid to ask.
It has everything to do with modding. Do you want to mod for a game that's taken a massive nose dive from the start? A game that can't even succeed at the epicenter of its success?
This was all news to me and i surfed the starcraft boards around here almost daily for news on SC II as i was putting lots of effort into modding it and wanted to be sure i was in the loop of what was going on. I'm sure there are others who want to make mods who would like to know the breadth of its failure because in many parts of the internet everything is rosey and chipper any time anyone mentions blizzard.
Legality has a lot of grey area in foreign countries. You can't exactly fly these people over to the US and prosecute them for running things differently in Korea.
The point is that a lot of blizzard's success came from grass roots efforts outside of blizzard, from the custom mods produced by their consumers to the sportscasting that catapulted SC to #1 in Korea. How did blizzard react to the success that this brought them? They wanted even more and produced horribly one sided legal strings in their product that doesn't give anyone a bone.
How does this affect us the modders? In every facet of the game blizzard has grabbed control and not in a "lets cover the bases just in case" kind of sense, they truly are throwing their weight against all outside influences. From the lack of contact with the community, to the popularity system, blizzard has silently shown they have absolutely no interest in modders making a mark in their game, likely a response to the DOTA fiasco (a mod which made them millions).
Very eye opening article, i had no idea things were so bad for this title even in Korea. They have failed horribly on all fronts, with the exception of putting together a very decent game at heart (this isn't their best, but they are blizzard after all).
As modders who are looking to expand on the game, i feel it's important to know what's going on behind the scenes, know how it's been received, how to best interact with the product so we can create the best mods that serve both us and starcraft 2 best. How outsiders are viewed by blizzard who create mods for the title or run competitive matches. It's clear that blizzard doesn't value any of it, the communities that made starcraft and warcraft III the huge successes they are are now considered an outside threat. If you mod purely for the personal satisfaction of modding, by all means keep having fun. But anyone out there looking to make a mod to share with others, put in a portfolio, or make some money off of, I think you really have to start second guessing the new mod scene that's developed in the wake of SC II.
Enough ranting though, I'm not one to leave teammates in the dust so i'll probably finish up my models if they're still needed for Wired for Blood, but i'm just so f*cking disappointed in what blizzard promised and then retracted in a sea of corporate bull, leaving modders to throw months of hard work away on a title that was hallowed out by the new suits from activision. I'm sure there are still good people at blizzard slaving away to make quality product, that's evident in every gameplay video of diablo III we get, and if this keeps up I hope they all find jobs at another company with a bit of integrity.
Very nice, only crit at this point is it appears the scale of some of your geometry in the middle is a bit small. You've got a lot of polys for bits of wires and weapons no one's really going to see. I also think it'd look a bit better if the legs spread a bit to form more of an X like a dragoon.
Hey guys, since i'm taking a few weeks off to compete in an art contest i figured i'd dump the sorceress files here and see if anyone wanted to step up and do some character animations! If you just want to poke around at the files and see how the sorceress was made that's cool too, i included the PSD's as sort of an educational bonus showing how the textures were built up from concept, the armor textures still have a ways to go, so if anyone wants to even just try polishing up textures for work on the mod that'd be fantastic.
Anyway here's the zipped file, includes the map i was using to test her in:
Sorceress Files
Using the model should be pretty standard I *hope*. I'll make a small tutorial on how to adjust abilities to use specific animations on the model, and create a key for each animation and what it corresponds to to make it easier.
Already a lot of the animations line up since i used a base blizzard rig with correctly named bones, helpers, and animations. So things like standard attacks fire from her hands already, and generic walk and attack animations work as intended.
I'll likely make at least 1 or 2 of these models open source, but doing such things as swapping out armor peices and changing attacks and abilities will be a bit more advanced and will likely be more up to the map creator.
Yeah, good call, i'm starting to lean towards a more generic position myself to make this model more acceptable.
Main reason i'm posting in this thread is to put this project on Hiatus for a few weeks though. There's a dominance war challenge going on and this is the perfect time to concept up some additional classes while building the 'folio. I'll likely make another thread when i have some tangible concepts worked out for the additional classes.
Looks decent enough, but what i find issue with is you aren't working from concept and relying on seperate geometry pieces a bit much to imply detail rather than nice hearty large chapes in the base model which can then be textured with awesomeness.
If you think of a warhammer piece or some other object that people paint as a hobby, they're often times not very complex and come as 1 shape. The detailing all comes from the texture, I would ditch those 3 little black shapes at the base of the barrel and instead think of your geometry as a white base, even change it to be all white.
You should get into texturing like tigerija did, it's fun and will make you a more well rounded 3d artist!
I prefer to think of it as more a "lawnmower-man" scenario, where one day you pick up the phone and you're attached to the back of an ultralisk and fired off into the horizon to collide with others in nuclear bliss.
0
I don't think anyone pays for 3ds max who isn't actually a professional *wink* *wink*.
I actually got it for free because i'm a student at an accredited university, autodesk offers a very nice free 3 year license to students.
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Sure haven't ;).
I just used 3ds max and photoshop (zbrush to get a generic character mesh but just for a quick export). I would recommend not using 3rd party tools to learn how to model, but whatever floats your boat :D
0
If you download the files you'll notice i used arthas's rig as a base, these animations are about 80% of what we needed, basically a run animation, a hit animation and various attack animations. The skeleton and all named and animations are named with blizzard's standards so they're all good to go, they just suck right now since i haven't touched the animations to fit the custom rig, haha. Also the skinning is atrocious, i only spent a couple hours on it.
I would highly reccomend talking to Rrowland about what he wants in terms of additional animations, since he's more or less the head of this project.
As for Max and Maya. I'm with ya there, not only am i more familiar with animating in maya, i think they're skinning is far superior though i must admit i'm very new to max and had professional instruction in Maya. But the reality is all the tools are designed to work for max so unless you have some for of export import tool for the two programs that will maintain the animations, bones, helpers, weights, the whole shebang, you're pretty much stuck with max.
Good to see more interest. Again, if there are any more question or anyone needs help don't be afraid to ask.
0
@tigerija: Go
Here's an in game video of where she's at currently
And an in-game shot of her T-pose
If there's anything i can do to help make this easier for ya just let me know.
0
That's why I think this is so tragic for gaming in general. They've monopolized user modding to a degree and shat all over it.
0
It has everything to do with modding. Do you want to mod for a game that's taken a massive nose dive from the start? A game that can't even succeed at the epicenter of its success?
This was all news to me and i surfed the starcraft boards around here almost daily for news on SC II as i was putting lots of effort into modding it and wanted to be sure i was in the loop of what was going on. I'm sure there are others who want to make mods who would like to know the breadth of its failure because in many parts of the internet everything is rosey and chipper any time anyone mentions blizzard.
0
@acidragoon
Legality has a lot of grey area in foreign countries. You can't exactly fly these people over to the US and prosecute them for running things differently in Korea.
The point is that a lot of blizzard's success came from grass roots efforts outside of blizzard, from the custom mods produced by their consumers to the sportscasting that catapulted SC to #1 in Korea. How did blizzard react to the success that this brought them? They wanted even more and produced horribly one sided legal strings in their product that doesn't give anyone a bone.
How does this affect us the modders? In every facet of the game blizzard has grabbed control and not in a "lets cover the bases just in case" kind of sense, they truly are throwing their weight against all outside influences. From the lack of contact with the community, to the popularity system, blizzard has silently shown they have absolutely no interest in modders making a mark in their game, likely a response to the DOTA fiasco (a mod which made them millions).
0
Starcraft II's Failure in Korea
Very eye opening article, i had no idea things were so bad for this title even in Korea. They have failed horribly on all fronts, with the exception of putting together a very decent game at heart (this isn't their best, but they are blizzard after all).
As modders who are looking to expand on the game, i feel it's important to know what's going on behind the scenes, know how it's been received, how to best interact with the product so we can create the best mods that serve both us and starcraft 2 best. How outsiders are viewed by blizzard who create mods for the title or run competitive matches. It's clear that blizzard doesn't value any of it, the communities that made starcraft and warcraft III the huge successes they are are now considered an outside threat. If you mod purely for the personal satisfaction of modding, by all means keep having fun. But anyone out there looking to make a mod to share with others, put in a portfolio, or make some money off of, I think you really have to start second guessing the new mod scene that's developed in the wake of SC II.
Enough ranting though, I'm not one to leave teammates in the dust so i'll probably finish up my models if they're still needed for Wired for Blood, but i'm just so f*cking disappointed in what blizzard promised and then retracted in a sea of corporate bull, leaving modders to throw months of hard work away on a title that was hallowed out by the new suits from activision. I'm sure there are still good people at blizzard slaving away to make quality product, that's evident in every gameplay video of diablo III we get, and if this keeps up I hope they all find jobs at another company with a bit of integrity.
0
@Topsen17: Go
I have a simple solution for you.
Lower the ground ever so slightly in the area you want the water. Then Change the height of the doodad untill it's high enough to fill that hole.
Done.
0
Very nice, only crit at this point is it appears the scale of some of your geometry in the middle is a bit small. You've got a lot of polys for bits of wires and weapons no one's really going to see. I also think it'd look a bit better if the legs spread a bit to form more of an X like a dragoon.
0
Hey guys, since i'm taking a few weeks off to compete in an art contest i figured i'd dump the sorceress files here and see if anyone wanted to step up and do some character animations! If you just want to poke around at the files and see how the sorceress was made that's cool too, i included the PSD's as sort of an educational bonus showing how the textures were built up from concept, the armor textures still have a ways to go, so if anyone wants to even just try polishing up textures for work on the mod that'd be fantastic.
Anyway here's the zipped file, includes the map i was using to test her in: Sorceress Files
0
@yukaboy: Go
Using the model should be pretty standard I *hope*. I'll make a small tutorial on how to adjust abilities to use specific animations on the model, and create a key for each animation and what it corresponds to to make it easier.
Already a lot of the animations line up since i used a base blizzard rig with correctly named bones, helpers, and animations. So things like standard attacks fire from her hands already, and generic walk and attack animations work as intended.
I'll likely make at least 1 or 2 of these models open source, but doing such things as swapping out armor peices and changing attacks and abilities will be a bit more advanced and will likely be more up to the map creator.
0
@Kueken531: Go
Yeah, good call, i'm starting to lean towards a more generic position myself to make this model more acceptable.
Main reason i'm posting in this thread is to put this project on Hiatus for a few weeks though. There's a dominance war challenge going on and this is the perfect time to concept up some additional classes while building the 'folio. I'll likely make another thread when i have some tangible concepts worked out for the additional classes.
0
Looks decent enough, but what i find issue with is you aren't working from concept and relying on seperate geometry pieces a bit much to imply detail rather than nice hearty large chapes in the base model which can then be textured with awesomeness.
If you think of a warhammer piece or some other object that people paint as a hobby, they're often times not very complex and come as 1 shape. The detailing all comes from the texture, I would ditch those 3 little black shapes at the base of the barrel and instead think of your geometry as a white base, even change it to be all white.
You should get into texturing like tigerija did, it's fun and will make you a more well rounded 3d artist!
0
I prefer to think of it as more a "lawnmower-man" scenario, where one day you pick up the phone and you're attached to the back of an ultralisk and fired off into the horizon to collide with others in nuclear bliss.