Yeah keep up the good work guys, I think that is causing my "shading" problems, because I always get faces with inverted normal maps and maybe the "shading problem" is also caused by this, because 2 Sides of my houses seem fine while the other two do not, and I think I always did the unwrap selecting two parallel walls of my houses, I will see if that was the problem, when I finished my next one, I will do it wall by wall then.
The used look is created via specular map mainly, I will show that as soon as i fixed the export problems,
maybe I found the problem now, but have to test it in a few days.
And yes you are right, the towers roof is a little bit high, but 2 clicks can change that so..^^
I would really like to help you out with this, would be a nice challenge beside my modelling in 3ds max.
I think tomorrow I will give it a try and then we will see what's coming out :)
you should be able to import it as any other texture. Just take a 1024² (or any other x² size) .dds with a diffuse, normal and specular map and replace an existing brush with it. I think this is how it works.
Maybe I could help with weapon and armor models as soon as blizz releases their tools.
Many items are one of the key aspects of every rpg and maybe you are looking for someone
to help giving them a cool appearance?
At first I tried getting a low poly version by reducing the faces in sculptris, that worked quite well, but
then I started to do it the traditional way with plane modelling, which saved me 50% of the triangles the
other method needed, and the topology is much better, and here is the first version:
- 3,804 triangles, quite good I think, still enough space to attach armor and weapons etc.
Next I will try to bake a normal map without visible seams,
my next challenge and maybe some animation.
1. Did you set the paths in 3ds max (in the menu of the m3exporter)?
2. Did you convert the Wc3 textures to .dds ?
3. Did yo import the textures to the correct path? (try it with no path at first)
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Yeah keep up the good work guys, I think that is causing my "shading" problems, because I always get faces with inverted normal maps and maybe the "shading problem" is also caused by this, because 2 Sides of my houses seem fine while the other two do not, and I think I always did the unwrap selecting two parallel walls of my houses, I will see if that was the problem, when I finished my next one, I will do it wall by wall then.
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The used look is created via specular map mainly, I will show that as soon as i fixed the export problems, maybe I found the problem now, but have to test it in a few days.
And yes you are right, the towers roof is a little bit high, but 2 clicks can change that so..^^
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I would really like to help you out with this, would be a nice challenge beside my modelling in 3ds max. I think tomorrow I will give it a try and then we will see what's coming out :)
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Thanks for your comments!
Update:
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Ok gave up on the orc for a while :D
Continued with some medieval houses, finished two more and now I am working on this one, a town hall or sth.
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you should be able to import it as any other texture. Just take a 1024² (or any other x² size) .dds with a diffuse, normal and specular map and replace an existing brush with it. I think this is how it works.
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Great models, can't awat the textured ones
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Maybe I could help with weapon and armor models as soon as blizz releases their tools. Many items are one of the key aspects of every rpg and maybe you are looking for someone to help giving them a cool appearance?
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Very good work, great stuff!
Let's see how 40ks work :)
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At first I tried getting a low poly version by reducing the faces in sculptris, that worked quite well, but then I started to do it the traditional way with plane modelling, which saved me 50% of the triangles the other method needed, and the topology is much better, and here is the first version:
- 3,804 triangles, quite good I think, still enough space to attach armor and weapons etc.
Next I will try to bake a normal map without visible seams, my next challenge and maybe some animation.
0
1. Did you set the paths in 3ds max (in the menu of the m3exporter)? 2. Did you convert the Wc3 textures to .dds ? 3. Did yo import the textures to the correct path? (try it with no path at first)
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This will be very helpful for some guys, thank you *thumbs up*
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Going to start the ingame Model next :)
Edit: Decided to make him wearing clothes at first =D
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I kept working on it the last hours and the legs have been "finished", thanks for your reply Dieable.
Well, there is no basemesh " Changed the proportions a bit, still not perfect, but it gets better I think.
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Some sculpting I did for an orc unit. Work in Progress as you can see^^