I dont know about that, i mean our human eye cant see speeds past 60 fps. Not to mention 1000 fps and say if what you said was true, then what about the zealots attack animation witch has like 100 frames or something around there? with 1000 fps nothing would happen. Starcraft 2 runs at 60 fps max and 1 fps min depending on your graphics card, but the models animation speed is 60 fps which can be modified via actors
Yeah i see what you mean and blizzards "Stank" model looks just like the concept art just it has particles and SM_Glow light effects added to the textures.
IF i do the omegalisk i will use stank as a base. I say if because i don't get how the "spine crawler" model's attack animation works. I mean in the sc2 editor it just wiggles around a little, but in game with actors it stretch's the isolated tentacle section of the model?!?!
Edit: i plan to have the roof spikes turn into spine crawler tentacles on attack
Disclaimer: This goes in no particular order and the purpose of this is to Recognize the modelers of sc2mapster as a morale booster for those who help out the artist tavern
Triceron For his work here at sc2mapster as a starcraft 2 modeler, his work includes
Salirth For his/her work on the Psi Hydralisk (It has particle animations "SpellA, SpellB")
Well known special thanks!
GnaReffotsirk For his work on the Sc1 models and it is an honor to all modelers to take his work in perspective.
Nintoxicated01 formerly known without the "01" after his name. He has done work with max and blender to completely understand the .m3 and makes all past,present and future modelers to make models for SC2.
If your name wasn't here don't worry just post in this forum and we will see if YOU make it on the list!
The predator was a flying unit that looked like a viking + a wraith kind of and had blades on the tips
The current terratron is only air and is meant for arcade only. My version will be a Ground unit that has animations more like the ones in the Apirl Fools video blizzard put up.
The Original Purifier is also known as the soul hunter. It was a mix of a stalker and a flattened carrier and a High Templar.
Just as the title says...........
Im going to bring the beta models and the alpha models back to life. This time with better looks as i am going to relie on Concept art rather then in-game art.
If you know anything i haven't posted about the detail in the individual posts then please go ahead and tell me here. I am only modeling what needs to be modeled for this. I suck with textures so if anyone would provide them i would love it. Anyway wish me luck!
Hmm, Forget the payment ill give a try it. I currently have 3Dsmax 2012 and if its just animation then its no skin off my back.
The model SM_Mercenary03.m3 has no current animation which also means that they are no ribbons or particles attached to the file so to export it. i would use a .mpq editor to grab the SM texture and load it into 3dsmax 2012 and just animate it. I will attach the Sm_MarineRifle as you desire.
However= i do not know how to take the spectre's animations and put them on this model so if your fine with "Trace over" animations (which means ill try to remake them) then i will be fine.
There are somethings i would like to ask though before i start.
1. How much time can you give me? (i just got the 2012 and i am still learning) (suggested time-frame: 1-2 weeks)
2. Do you want any Particle systems (i cant do advanced but ill do the best i can) and if so may i have a texture for each particle?
3. Do you want any custom Lights? (like the marines flashlight on his shoulder)
Its a bit different then the regular archon in that it has free floating arms and a uniformed helix body and has tentacles in what seems to be its hair.
Anyway it was taken out of the alpha (or beta) some some reason or another but i am going to have a go at it. I will use the SC2 archon as a base.
what i don't get with the archon in general is that is the blue ball a spacewarp + particles or just particles and if so where can i get the textures for the archons particles?
This is kinda to easy to do for pro's at 3dsmax but i am just getting 3dsmax 2012 and i am going to try it out.
The Shuriken was the bladed melee unit that came out of the tempest but was with the tempest in that being not making the cut
The tempest itself was just a variation of the Textured SC2 carrier. Its shield is alvabible in the SC2 Editor and im planning to make this unit with Particle trails :). for some reason im better making particles then acc modeling lolz. I used to have 3ds max 2009.
The only Major issue i might have is the texture for it.
The reason to make it is, i will use it in all my maps and alot of people have wanted this model from the beta. If a modeler makes all the units from the beta they will be seen as a modeling god to me at least. I desperately want this model and i am sure many people will use this model if it were to be made.
Summery: The soul hunter was a protoss ranged infantry unit in StarCraft II. It had the ability to gain power from destroying biological units. Its weapon is still in the Starcraft 2 editor. It's attack had three levels very much like the voidray but it would only gain a level by destroying the biological unit. It had the flags of Armored,Robotic,Hover and Light. It could attack air and ground units.
Images:
Appearance: It appears to have only 1 arm in that being its right arm. The right arm is almost flat in appearance and shaped as a surf board with a fork hole towards the end. The legs are non-existent. What would be the lower half of this model is a another surf board. The bottom side of where the legs would be is flat and has circuit board like lay lines going through it. The left arm or what would be the left arm is a Team color rounded stub that has a team color power cable connecting the stub to the mid section of the body. The Board that the midsection is attached to emitted a green gas that propelled the ground allowing it to hover over the ground. Its midsection is very thin and rounded. Its head is merged with its body kinda of. Its eyes are oval and streak to the back of the head. The eye texture is team color. The back end of the board that the rests upon has pincer like endings.
Right below or attached to the face are two streaked down pincers like things that are streaked down in a crescent fashion. Right above the head is like a triangle that starts to make a streaked back spike that has a uniform triangle ending. The backside of this model is symmetrical to the front side expect the back side of this model has a crystal coming out of the center that glows during movement and lets off sparks when in a power field. The front side has a lil bit wider and alot smaller crystal that glows when the unit is attacking. The model size of this model is equal to the length of a diamondback and the height of a stalker. Its right arm is the size of the lunch soul hunter beam model in the sc2 editor. Its back pincers on the main board would emit a protoss energy tail when it would move. Upon killing a unit the external hole cilender coming out of its right board like arm would Glow a deep blue.
Its shoulders were very defined and rounded/spike like.
Target polycount: As high as you can make it although i dont think it will be alot considering how small this model is lol.
Texture size: 4 MB max (uncompressed)
Lights: yes, i need lights for all the crystals in the description and for the External cilender Hole on its weapon and on its eyes and the lay line above its head (see pictures for the lay lines)
Particles: Yes, i need a green pressure cloud particle emitter for the bottem of the board and a Random sparks Emitter on the back crystal when in a power field.
Ribbons: (i don't know exactly what these are lol but) The Protoss energy trail that appears in between the bottom pincers while moving.
Attachment points: Head, Center (the midsection where the body meets the floating board), Weapon ( in the center of the pincers on the right arm),Origin appears at point 0,0,0 , Overhead which is 2 points higher then the point head,Shield (Midsection) and the target points
Textures: Specular map, normal map, Emmistive map ect.
Animations:
Attack01 - this animation is for the first level of the soul hunter attack and its just the right arm cocking back as the attack happens
Attack02 - this animation is for the second and 3d level of the soul hunter attack model and it looks like the arm is pushed out a tiny bit
Attack superior - this animation is for when it is attacking an air units and it is the same as "Attack01" expect that the weapon is facing upward
Attack Inferior - this animation is for when it is attack something from a cliff and it looks like "Attack02" expect the weapon is facing downwards
Stand - This animation looks like the model is moving up and down like any hovering unit should and has the right arm curling in and out of his side
during the animation or rather resting it on his side because his weapon weighs alot.
Stand01 - This animation is a variation of "Stand" and his head will turn up then back down and then his midsection will twist the uperbody right then left and center again at the end of the animation
Fidget - The board will shake and the model will act like it lost its balance and its right arm will go outwards then face downwards and the weapon will go into the ground to regain balance and center again at the end of the animation
Death - The model's midsection falls frontwards and the weapon goes into the ground and the particle emitters stop.
Empowered - this animation happens when the unit is within a power field and the crystal on its back glows and gives off the particle emitter that creates sparks (Stand animation with the particle emitter and glow)
SpellA - this animation is just a block animation where it takes the right arm and moves it in front of the body in a blocking type motion
SpellB - The midsection makes the board that is rests on face downwards as to be completely on the Y-axis and the right arm moves to the center of the body facing upward and this spell is for a missile to come out of the clender hole coming out of the arm
Walk - This animation leaves a Protoss ribbon trail in between the pincers on the main board and the midsection makes the uperbody lean backwards a little bit.
SpellC - This animation looks alot like "Walk" expect near the end the midsection makes the uperbody push forwarded as the bottom board pushes forward and leans upward for a Shield bash
NOTES: Please make this model, i really want this model to the point that i write this request. I am very desperate as you can see by my post.
"Crash RPG" was a epic popular sub-game of the original starcraft series. The purpose of crash rpg was that the intro was a battlecrusier flying into the center of the map and crash. The camera would center every sec on the battle cruiser before it crashed. Then after it crashed you choose a starcraft hero
Arbiter/Reaver/Dark Archon/Archon/consair/scv/Alien/marine and ect. you would bring a civialn (Which was you upon crashing) to the respective beacon containing your hero. Their was a level system for exp and new forms or ability's when leveled upon. Then there was the computer player that was zerg with zerg hero's and a mass wave every 10 minutes. Right before the mass wave spawned it would display "Mass wave detected, Calling all units to ship" as a UI feature. The ship depending on the version of "Crash RPG" was invincible and could heal nearby allies health,energy and shields. The players would reach defeat if everyone was dead. Each player has 1 unit that has 1 life so if they die they die. The players would win if they take out all the crebates. There were mineral patch's and gas geysers every were for building units such as the SCV. The zerg heros were the boss's protecting the crebates. The dark archon hero could not mind control "Powerful aliens lvl 6 or higher" (Massive units). The ship would heal any unit owned by a player.
I would like for someone to make this map for it was #2 among custom games for SC1
0
@maverck: Go
I dont know about that, i mean our human eye cant see speeds past 60 fps. Not to mention 1000 fps and say if what you said was true, then what about the zealots attack animation witch has like 100 frames or something around there? with 1000 fps nothing would happen. Starcraft 2 runs at 60 fps max and 1 fps min depending on your graphics card, but the models animation speed is 60 fps which can be modified via actors
0
@DrSuperEvil: Go
Yeah i see what you mean and blizzards "Stank" model looks just like the concept art just it has particles and SM_Glow light effects added to the textures.
IF i do the omegalisk i will use stank as a base. I say if because i don't get how the "spine crawler" model's attack animation works. I mean in the sc2 editor it just wiggles around a little, but in game with actors it stretch's the isolated tentacle section of the model?!?!
Edit: i plan to have the roof spikes turn into spine crawler tentacles on attack
0
This is the Modeler's Hall Of Fame.
Disclaimer: This goes in no particular order and the purpose of this is to Recognize the modelers of sc2mapster as a morale booster for those who help out the artist tavern
warcraft 3 hero's revamp,
Zerg Harbinger + Zerg Tyrant
Worgen marine,
The BETA reaver?!?!?!
The SC1 Corsair
Well known special thanks!
GnaReffotsirk For his work on the Sc1 models and it is an honor to all modelers to take his work in perspective.
Nintoxicated01 formerly known without the "01" after his name. He has done work with max and blender to completely understand the .m3 and makes all past,present and future modelers to make models for SC2.
If your name wasn't here don't worry just post in this forum and we will see if YOU make it on the list!
0
@Neonsz: Go
No the Original Versions of those names.
The predator was a flying unit that looked like a viking + a wraith kind of and had blades on the tips
The current terratron is only air and is meant for arcade only. My version will be a Ground unit that has animations more like the ones in the Apirl Fools video blizzard put up.
The Original Purifier is also known as the soul hunter. It was a mix of a stalker and a flattened carrier and a High Templar.
0
Just as the title says........... Im going to bring the beta models and the alpha models back to life. This time with better looks as i am going to relie on Concept art rather then in-game art. If you know anything i haven't posted about the detail in the individual posts then please go ahead and tell me here. I am only modeling what needs to be modeled for this. I suck with textures so if anyone would provide them i would love it. Anyway wish me luck!
Currently working on
Twilight Archon
Shuriken
The S.O.O.N
The Purifier / The Soul Hunter
I may do the Omegalisk
Dear god i WILL need help with this one but: The starbase
The terratron - Use of old model + new animations
0
Hmm, Forget the payment ill give a try it. I currently have 3Dsmax 2012 and if its just animation then its no skin off my back. The model SM_Mercenary03.m3 has no current animation which also means that they are no ribbons or particles attached to the file so to export it. i would use a .mpq editor to grab the SM texture and load it into 3dsmax 2012 and just animate it. I will attach the Sm_MarineRifle as you desire.
However= i do not know how to take the spectre's animations and put them on this model so if your fine with "Trace over" animations (which means ill try to remake them) then i will be fine.
There are somethings i would like to ask though before i start.
0
True but this seems easier in that its just 3 shapes and my plan is to make all the units from the beta + alpha
0
That was amazing, Thank you for your image input. I could really use those images as references!
I think i am not going bother with the ball of psi incaseing the body for now and work on the basics of the body.
0
Oh no, that was the acc picture from the beta in a render My model is aiming to be just like that. Blizzard owns the Render art
0
Its a bit different then the regular archon in that it has free floating arms and a uniformed helix body and has tentacles in what seems to be its hair.
Anyway it was taken out of the alpha (or beta) some some reason or another but i am going to have a go at it. I will use the SC2 archon as a base. what i don't get with the archon in general is that is the blue ball a spacewarp + particles or just particles and if so where can i get the textures for the archons particles?
0
This is kinda to easy to do for pro's at 3dsmax but i am just getting 3dsmax 2012 and i am going to try it out.
The Shuriken was the bladed melee unit that came out of the tempest but was with the tempest in that being not making the cut The tempest itself was just a variation of the Textured SC2 carrier. Its shield is alvabible in the SC2 Editor and im planning to make this unit with Particle trails :). for some reason im better making particles then acc modeling lolz. I used to have 3ds max 2009.
The only Major issue i might have is the texture for it.
0
@Keyeszx: Go
The reason to make it is, i will use it in all my maps and alot of people have wanted this model from the beta. If a modeler makes all the units from the beta they will be seen as a modeling god to me at least. I desperately want this model and i am sure many people will use this model if it were to be made.
0
Summery: The soul hunter was a protoss ranged infantry unit in StarCraft II. It had the ability to gain power from destroying biological units. Its weapon is still in the Starcraft 2 editor. It's attack had three levels very much like the voidray but it would only gain a level by destroying the biological unit. It had the flags of Armored,Robotic,Hover and Light. It could attack air and ground units.
Images:![Soul Hunter](http://www.sc2league.com/images/protoss/soul_hunter.png)
![Soul hunter 2](http://images4.wikia.nocookie.net/__cb20080810232513/starcraft/images/c/c3/SoulHunter_SC2_Rend1.jpg)
![Soul Hunter3](http://sc2armory.com/files/screenshots/74.jpg)
Appearance: It appears to have only 1 arm in that being its right arm. The right arm is almost flat in appearance and shaped as a surf board with a fork hole towards the end. The legs are non-existent. What would be the lower half of this model is a another surf board. The bottom side of where the legs would be is flat and has circuit board like lay lines going through it. The left arm or what would be the left arm is a Team color rounded stub that has a team color power cable connecting the stub to the mid section of the body. The Board that the midsection is attached to emitted a green gas that propelled the ground allowing it to hover over the ground. Its midsection is very thin and rounded. Its head is merged with its body kinda of. Its eyes are oval and streak to the back of the head. The eye texture is team color. The back end of the board that the rests upon has pincer like endings. Right below or attached to the face are two streaked down pincers like things that are streaked down in a crescent fashion. Right above the head is like a triangle that starts to make a streaked back spike that has a uniform triangle ending. The backside of this model is symmetrical to the front side expect the back side of this model has a crystal coming out of the center that glows during movement and lets off sparks when in a power field. The front side has a lil bit wider and alot smaller crystal that glows when the unit is attacking. The model size of this model is equal to the length of a diamondback and the height of a stalker. Its right arm is the size of the lunch soul hunter beam model in the sc2 editor. Its back pincers on the main board would emit a protoss energy tail when it would move. Upon killing a unit the external hole cilender coming out of its right board like arm would Glow a deep blue. Its shoulders were very defined and rounded/spike like.
Target polycount: As high as you can make it although i dont think it will be alot considering how small this model is lol.
Texture size: 4 MB max (uncompressed)
Lights: yes, i need lights for all the crystals in the description and for the External cilender Hole on its weapon and on its eyes and the lay line above its head (see pictures for the lay lines)
Particles: Yes, i need a green pressure cloud particle emitter for the bottem of the board and a Random sparks Emitter on the back crystal when in a power field.
Ribbons: (i don't know exactly what these are lol but) The Protoss energy trail that appears in between the bottom pincers while moving.
Attachment points: Head, Center (the midsection where the body meets the floating board), Weapon ( in the center of the pincers on the right arm),Origin appears at point 0,0,0 , Overhead which is 2 points higher then the point head,Shield (Midsection) and the target points
Textures: Specular map, normal map, Emmistive map ect.
Animations: Attack01 - this animation is for the first level of the soul hunter attack and its just the right arm cocking back as the attack happens
Attack02 - this animation is for the second and 3d level of the soul hunter attack model and it looks like the arm is pushed out a tiny bit
Attack superior - this animation is for when it is attacking an air units and it is the same as "Attack01" expect that the weapon is facing upward
Attack Inferior - this animation is for when it is attack something from a cliff and it looks like "Attack02" expect the weapon is facing downwards
Stand - This animation looks like the model is moving up and down like any hovering unit should and has the right arm curling in and out of his side during the animation or rather resting it on his side because his weapon weighs alot.
Stand01 - This animation is a variation of "Stand" and his head will turn up then back down and then his midsection will twist the uperbody right then left and center again at the end of the animation
Fidget - The board will shake and the model will act like it lost its balance and its right arm will go outwards then face downwards and the weapon will go into the ground to regain balance and center again at the end of the animation
Death - The model's midsection falls frontwards and the weapon goes into the ground and the particle emitters stop.
Empowered - this animation happens when the unit is within a power field and the crystal on its back glows and gives off the particle emitter that creates sparks (Stand animation with the particle emitter and glow)
SpellA - this animation is just a block animation where it takes the right arm and moves it in front of the body in a blocking type motion
SpellB - The midsection makes the board that is rests on face downwards as to be completely on the Y-axis and the right arm moves to the center of the body facing upward and this spell is for a missile to come out of the clender hole coming out of the arm
Walk - This animation leaves a Protoss ribbon trail in between the pincers on the main board and the midsection makes the uperbody lean backwards a little bit.
SpellC - This animation looks alot like "Walk" expect near the end the midsection makes the uperbody push forwarded as the bottom board pushes forward and leans upward for a Shield bash
NOTES: Please make this model, i really want this model to the point that i write this request. I am very desperate as you can see by my post.
0
"Crash RPG" was a epic popular sub-game of the original starcraft series. The purpose of crash rpg was that the intro was a battlecrusier flying into the center of the map and crash. The camera would center every sec on the battle cruiser before it crashed. Then after it crashed you choose a starcraft hero Arbiter/Reaver/Dark Archon/Archon/consair/scv/Alien/marine and ect. you would bring a civialn (Which was you upon crashing) to the respective beacon containing your hero. Their was a level system for exp and new forms or ability's when leveled upon. Then there was the computer player that was zerg with zerg hero's and a mass wave every 10 minutes. Right before the mass wave spawned it would display "Mass wave detected, Calling all units to ship" as a UI feature. The ship depending on the version of "Crash RPG" was invincible and could heal nearby allies health,energy and shields. The players would reach defeat if everyone was dead. Each player has 1 unit that has 1 life so if they die they die. The players would win if they take out all the crebates. There were mineral patch's and gas geysers every were for building units such as the SCV. The zerg heros were the boss's protecting the crebates. The dark archon hero could not mind control "Powerful aliens lvl 6 or higher" (Massive units). The ship would heal any unit owned by a player.
I would like for someone to make this map for it was #2 among custom games for SC1