How did you make those wireframes? Can you teach me?
I set up a simple scene in 3dsmax with a spotlight and omni light, and rendered with shadows. The icons are 76x76, wireframes are 140x140. You'll need to copy the alpha maps over as well. I can send you my PSD files if you have photoshop.
Regarding texturing, it's a whole new can of worms. AFAIK, google sketchup cannot unwrap uvw's, so you'll have to port to another 3d program like 3dsmax or maya (maybe gmax?). You'll have to basically map every face of the model onto a 2d surface, then use a graphics program to paint over that. You can't just directly "paint onto the model". Animation wise, I'm not sure if m3 sequences tools exist for any program other than 3dsmax but don't quote me on it.
The model looks good for a beginner; I suggest you thin down the antennae a bit though. You'll definitely need to cut down on the polies, I can see the model having 5k-6k polies oO. Generally, 2k for a simple model and 3k for a complex model is good.
Mmm, I ended up reverting to a previous version of my model, reset xform on all of the pieces and flipping the normals. It seems like 3dsmax mirroring flips the normals.
This image should be self-explanatory, the front faces are culled, but the back faces are not.
I've tried flipping the faces in 3dsmax, but no change. Can someone shed some light on this? I feel like it's a really really stupid mistake on my part.
Been busy the past few months, reduced to poly count to 3.1k (Immortal is 2.7k), changed some animations.
Now I have a couple questions about animation. Can someone tell me why my animations appear differently in the editor than in max and ingame? For example, some of the bones don't rotate ingame, or rotate weirdly. Another is that the bone become misplaced. All animations are done with FK, not IK, and I believe most of them are quaternion rotation. Could the bone hierarchy be screwing things up?
Another couple more questions, I've created several ref_target objects but only the origin is targetting in an attack, is this set in the editor? Also, how is a turret set up in max?
Hmm, what's a good procedure in photoshop to produce spec maps? I suppose they are usually baked along with the normal and diffuse maps in 3ds? I'm just taking the diffuse map, adjusting the levels, and changing the saturation.
I fixed the normal map issue by changing it to the orange color instead of blue.
The legs are in fact from the Immortal, as is the photon cannon balls, everything else, including the body, is custom modeled. Also, I think the normal map is using a the blue-purple scheme, I need to change it to Blizz's orange scheme; it might be screwing up the texture.
It's using the Immortal's death animation right now, since I have no idea how to do particle effects, so a death animation would look crappy.
I also know very little about the editor, I know just enough to make a new unit :P I'll see if I can make a higher quality gif and some more screens.
Hey guys, here's my first attempt at a custom SC2 model. Most of the model and textures are custom made, and the animations are all custom.
Any comments and criticisms?
Here's the animation:
How do I make an attack begin and end animation such that a continuous attack does not trigger the attack begin and attack end animation? For my model, I used the begin and end animation on the attack actor, but for some reason, after each attack, the end animation plays partially.
Hey guys, I'm in the process of animating a model, and I'm wondering if there's any feasible way to use IKs. Are there any tools that can bake the IK animations to FK?
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Haha, you got the files I sent, right?
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@Mozared: Go
There's a simple floating animation and moving animation, kinda like the viking.
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I set up a simple scene in 3dsmax with a spotlight and omni light, and rendered with shadows. The icons are 76x76, wireframes are 140x140. You'll need to copy the alpha maps over as well. I can send you my PSD files if you have photoshop.
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Hey guys, here's the SC2 terran themed version of the SC1 BW valkyrie; the poly count is 1.7k polies. Thoughts?
Here is the icon and wireframe:
Credits to the guy who made the WC3 PR mod valkyrie model, from which I copied the basic shape.
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Regarding texturing, it's a whole new can of worms. AFAIK, google sketchup cannot unwrap uvw's, so you'll have to port to another 3d program like 3dsmax or maya (maybe gmax?). You'll have to basically map every face of the model onto a 2d surface, then use a graphics program to paint over that. You can't just directly "paint onto the model". Animation wise, I'm not sure if m3 sequences tools exist for any program other than 3dsmax but don't quote me on it.
The model looks good for a beginner; I suggest you thin down the antennae a bit though. You'll definitely need to cut down on the polies, I can see the model having 5k-6k polies oO. Generally, 2k for a simple model and 3k for a complex model is good.
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Mmm, I ended up reverting to a previous version of my model, reset xform on all of the pieces and flipping the normals. It seems like 3dsmax mirroring flips the normals.
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Yeah, I tried flipping the normals on all the faces, no dice :/
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This image should be self-explanatory, the front faces are culled, but the back faces are not.
I've tried flipping the faces in 3dsmax, but no change. Can someone shed some light on this? I feel like it's a really really stupid mistake on my part.
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I have a similar problem. I'm guessing it has something to do with the bone structure, not sure though. Are the bones linked in a hierarchy?
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Been busy the past few months, reduced to poly count to 3.1k (Immortal is 2.7k), changed some animations.
Now I have a couple questions about animation. Can someone tell me why my animations appear differently in the editor than in max and ingame? For example, some of the bones don't rotate ingame, or rotate weirdly. Another is that the bone become misplaced. All animations are done with FK, not IK, and I believe most of them are quaternion rotation. Could the bone hierarchy be screwing things up?
Another couple more questions, I've created several ref_target objects but only the origin is targetting in an attack, is this set in the editor? Also, how is a turret set up in max?
I can post the offending animations if need be.
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@onisagi: Go
Hmm, what's a good procedure in photoshop to produce spec maps? I suppose they are usually baked along with the normal and diffuse maps in 3ds? I'm just taking the diffuse map, adjusting the levels, and changing the saturation.
I fixed the normal map issue by changing it to the orange color instead of blue.
0
@Mozared: Go
The legs are in fact from the Immortal, as is the photon cannon balls, everything else, including the body, is custom modeled. Also, I think the normal map is using a the blue-purple scheme, I need to change it to Blizz's orange scheme; it might be screwing up the texture.
It's using the Immortal's death animation right now, since I have no idea how to do particle effects, so a death animation would look crappy.
I also know very little about the editor, I know just enough to make a new unit :P I'll see if I can make a higher quality gif and some more screens.
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Hey guys, here's my first attempt at a custom SC2 model. Most of the model and textures are custom made, and the animations are all custom.
Any comments and criticisms?
Here's the animation:
How do I make an attack begin and end animation such that a continuous attack does not trigger the attack begin and attack end animation? For my model, I used the begin and end animation on the attack actor, but for some reason, after each attack, the end animation plays partially.
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@tigerija: Go
I don't think the m3 exporter supports IK, so what should I use then?
Edit: saw your pm
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Hey guys, I'm in the process of animating a model, and I'm wondering if there's any feasible way to use IKs. Are there any tools that can bake the IK animations to FK?