Maybe by exporting in .fbx, that is what I do when I work in mudbox (autodesk's zbrush-like program). I make a model in mudbox and then i export it as a fbx format so it can be used in maya/3dsmax.
I do not know if you can export in fbx with zbrush though.
There is no normals applied to the model yet, but what do you mean by the core, the middle part? (and keep in mind that with the in-game view distance and with the texture it's not going to be that big of a deal)
No booleans were harmed during the creation of this model :-p
85% of the model is done with NURBS (converted into polygons so its useable)
15% is done traditionally with polygons extruded or not
And don't worry there is going to be a lot of stuff rotating in this model! :-D
Hi there I'm making this thread for my second project.
The Eccentric Ship!
Since I've finished my Witch doctor, I wanted to do an original concept so I've drawn many sketch. I knew I wanted to do a vehicule, and I wanted it to be distinguishable.
I've wanted to let loose my creativity, I've had a blast designing it and I'm having a blast modelling it too, even if it is turning out to look exactly like a Protoss ship :-p. I think with a proper texture, it could fit perfectly in the art-style of the protoss :-)
Tell me what you think!
First, the ''concept art'' I chose (this one is pretty simple, it is more of a silhouette concept for modelling purpose, but my other concepts with more details are in my sketchbook and I don't have a scanner.. :-( )
Second, the low-poly model version that will be used in-game: Sadly I think I had too much enthusiasm, it is going to be a heavy model when imported into a map... anyway, I swear it'll be worth it!!!!
Here is a preview of the high-poly model that will be used to create an awesome normal map!! (you won't be actually playing this one ;-p). Comments and opinions are appreciated!
Give me some references(images) and I'll see what I can do (the style of the statue/ruins, type of trees , rocks, other generic stuff concerning composition...). Oh, and the resolution too...
Hi there I'm a modeler/texturer/animator in search of a project, if you ever need some custom models just request me something (don't exaggerate though ;-p) when you'll have decided and polished your concept.
I'm also a wannabe 2D concept artist, you could ask me to draw a concept from a description. I would be glad to try it out.
Didn't know a thing about 3ds max before trying it, however I was used to Maya (another autodesk 3D software).
What I did is I animated (and modeled/textured) everything in maya where it was really easier for me than 3ds max. Then I ''baked'' my animations to make them convertible to 3ds max through the ''fbx'' file type. The thing is that I must erase all of my rig controllers to do that. After that, I can't do any kind of big changes to the animations because the rig controllers were erased, all I can do is polish them.
Also by baking the animations it keys the bones excessively which results in a large .m3 file .
So now I can make pretty much any kind of model with any kind of animations, but it requires me to use at least 2 different programs :-p
Woot! After 9 days of work (not at full time obviously ;-p...), I've ended up with something pretty nice I would like all of you to try, I've made a small map to demo my model and its animation just open the map and click ''test document''
Important things to consider before judging it:
-Animations (and sequences) are not finals tough they are more than 90% completed
-My textures have slightly bugged since I reduced the dds image size from 2048x2048 to 512x512, In fact you might notice black bars on some areas. I'm going to fix my UV mapping and textures eventually.
-Most textures are not final (no team color yet, specular and diffuse maps are not final, I might change some details here and there)
-No Attachment points yet
-Completely forgot to make a Stand Left and Stand Right animation sequence for rpg purpose... I think I might skip these ones, cause I'm tired of animating ... aaah laziness ;-)
-It's kind of a heavy model, but since it's my first one, I hope you'll be forgiving
And now... the link to download the demo map! Hope you like it!
(link was deleted because it was an outdated version, check the final version!! :-) )
0
@jaxter184: Go
There you go, some animations didn't convert properly, probably because of the way they were naming Animation sequences in W3.
Except that, it was 3 times easier than I thought it would be to convert mdx to m3. :-)
I am pretty sure the essential is there.
Hope it's enough because I'm not touching this anymore :-p
Link Removed: http://www.mediafire.com/?ezd69us6p8u41o6
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@zeldarules28: Go
Maybe by exporting in .fbx, that is what I do when I work in mudbox (autodesk's zbrush-like program). I make a model in mudbox and then i export it as a fbx format so it can be used in maya/3dsmax.
I do not know if you can export in fbx with zbrush though.
0
@xcorbo: Go
There is no normals applied to the model yet, but what do you mean by the core, the middle part? (and keep in mind that with the in-game view distance and with the texture it's not going to be that big of a deal)
No booleans were harmed during the creation of this model :-p
And don't worry there is going to be a lot of stuff rotating in this model! :-D
0
Hi there I'm making this thread for my second project.
The Eccentric Ship!
Since I've finished my Witch doctor, I wanted to do an original concept so I've drawn many sketch. I knew I wanted to do a vehicule, and I wanted it to be distinguishable.
I've wanted to let loose my creativity, I've had a blast designing it and I'm having a blast modelling it too, even if it is turning out to look exactly like a Protoss ship :-p. I think with a proper texture, it could fit perfectly in the art-style of the protoss :-)
Tell me what you think!
First, the ''concept art'' I chose (this one is pretty simple, it is more of a silhouette concept for modelling purpose, but my other concepts with more details are in my sketchbook and I don't have a scanner.. :-( )
http://imageshack.us/photo/my-images/215/conceptk.jpg/
Second, the low-poly model version that will be used in-game: Sadly I think I had too much enthusiasm, it is going to be a heavy model when imported into a map... anyway, I swear it'll be worth it!!!!
[UPDATE July 16th 2011]
Here is a preview of the high-poly model that will be used to create an awesome normal map!! (you won't be actually playing this one ;-p). Comments and opinions are appreciated!
http://imageshack.us/photo/my-images/840/hidefpreview.jpg/
http://imageshack.us/photo/my-images/838/hidefpreview2.jpg/
[UPDATE July 25th 2011]
I didn't really know what color would work best , so I did 3 color variations, that might explains why it's taking me a long time ^^
Here is a pic of the the low poly model textured. It's still a high def texture (2048x2048)
The empty black spots on the wings are where team color will be placed.
http://imageshack.us/f/836/progressship.jpg/
Stay tuned for more development progress!! :-)
0
@ST4RKiLL3R: Go
You should be able to do this only by modifying textures (the emissive and diffuse map of the spawning pool)
0
@Fullachain: Go
Already did that, there is a demo map included with the model ;-) and you can see in-game screenshots before downloading it.
0
@Keyeszx: Go
I probably will, but for my next project, no. Also, it depends on how this one is received ;-p.
0
@TacoManStan: Go
Give me some references(images) and I'll see what I can do (the style of the statue/ruins, type of trees , rocks, other generic stuff concerning composition...). Oh, and the resolution too...
0
Hi there I'm a modeler/texturer/animator in search of a project, if you ever need some custom models just request me something (don't exaggerate though ;-p) when you'll have decided and polished your concept.
I'm also a wannabe 2D concept artist, you could ask me to draw a concept from a description. I would be glad to try it out.
-RXMT
0
@ChoiYongkun: Go
Yes, I've made a custom model that I've animated myself, (banged my head on the wall a couple of times while doing it though).
(http://www.sc2mapster.com/assets/witch-doctor/)
Didn't know a thing about 3ds max before trying it, however I was used to Maya (another autodesk 3D software).
What I did is I animated (and modeled/textured) everything in maya where it was really easier for me than 3ds max. Then I ''baked'' my animations to make them convertible to 3ds max through the ''fbx'' file type. The thing is that I must erase all of my rig controllers to do that. After that, I can't do any kind of big changes to the animations because the rig controllers were erased, all I can do is polish them.
Also by baking the animations it keys the bones excessively which results in a large .m3 file .
So now I can make pretty much any kind of model with any kind of animations, but it requires me to use at least 2 different programs :-p
0
Bump for update, see the first post!
0
Hello I'm new in here, I'm working on a model for the diablo3 witch doctor, i pretty much finished modeling and texturing him
I only need to animate him now :-p, about 50% of the rigging is completed.
Comments and opinions about his appearance? (Keep in mind it's still a work in progress)
http://img849.imageshack.us/img849/8312/wdmain.jpg
http://img819.imageshack.us/img819/984/wddetail.jpg
UPDATE! (July 11th) Model is released!!! http://www.sc2mapster.com/assets/witch-doctor/
UPDATE! (June 29th):
Woot! After 9 days of work (not at full time obviously ;-p...), I've ended up with something pretty nice I would like all of you to try, I've made a small map to demo my model and its animation just open the map and click ''test document''
Important things to consider before judging it: -Animations (and sequences) are not finals tough they are more than 90% completed
-My textures have slightly bugged since I reduced the dds image size from 2048x2048 to 512x512, In fact you might notice black bars on some areas. I'm going to fix my UV mapping and textures eventually.
-Most textures are not final (no team color yet, specular and diffuse maps are not final, I might change some details here and there)
-No Attachment points yet
-Completely forgot to make a Stand Left and Stand Right animation sequence for rpg purpose... I think I might skip these ones, cause I'm tired of animating ... aaah laziness ;-)
-It's kind of a heavy model, but since it's my first one, I hope you'll be forgiving
And now... the link to download the demo map! Hope you like it!
(link was deleted because it was an outdated version, check the final version!! :-) )