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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @ImpctR: Go

    I just finished the tutorial of Animation Transfer, when you get the idea you can add animations to your characters very quickly, a lot of time could be saved.

    But I still must point out that this solution is just "a magic trick", it's could be powerful but also could encumber your progress on animation. We modders should be willing to use all the assets Blizzard brings us, as well as the new and original assets we created with our hands. And we are willing to share them with each other freely. So let's make our community be a family too, share our skills and ideas.

    You can find the tutorial here. The script in that video is in the attachment.

    Embed Removed: https://www.youtube.com/v/C2-XlKTG2Q0?fs=1

    Best wishes from China. Delphinium the frog.

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @GnaReffotsirk: Go

    Hi GnaReffotsirk, there is a very old video tutorial about how to use sc2 art tool particles, and I will make some more tutorials about skills and details next week.

    @ImpctR: Go

    I will make a tutorial about that tonight since plenty guys curious about animation transfer. It's a conjuring rather than a skill, you will see it's even more easier than you think~

    Posted in: Artist Tavern
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    posted a message on [Tutorial] One picture shows you how to choose suitable dds texture in Starcraft II

    @TaylorMouse: Go

    Hi TaylorMouse, this tutorial just wants to show the standard and safe way so that SC2 can always recognize your textures, for example, the textures for cursors must be 32x32 or 64x64 8.8.8.8 ARGB 32bpp format.

    Your solution is OK, which can also reduce the file size as well as GPU implication. DXT1 can't be used on Normal maps even you don't need Alpha Channel, that's the only limit.

    If both diffuse and specular or other maps are needed, a better solution could be using one DXT5 map instead of 2 DXT1 maps, you can use it's Alpha Channel to store specular information. In this case, although one DXT5 map required almost double memory space of DXT1, but it requires one texture Sampler (instead of 2 if using two DXT1 maps) only, which could make further decreases on GPU implication.

    In SC2 SM models and HearthStone Cards textures, similar usages could be found, Sometimes Blizzard artists store different textures in each channel, R for Gloss map, G for special map, B for emissive map and so on.

    Posted in: Tutorials
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    posted a message on [Tutorial] One picture shows you how to choose suitable dds texture in Starcraft II

    Hi guys, this tutorial shows you that how to choose different format of dds texture when you export your bitmap from photoshop, or try to use some textures from open sources.

    I should mention that you should always use photoshop with NVIDIA Texture Tools or Blizzard Art tool exporter to get the right dds maps, the third party tools such as Paint.net has different standards, which can't be recognized in SC2 sometimes (For example, using as cursors).

    Posted in: Tutorials
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Finished several new models (Countdown UI asset and Drone defense field.)

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    Very cool works you did! The ship from overwatch looks like a whale in my opinion.

    Posted in: Artist Tavern
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    posted a message on What the FUCK of this "Legend of Titan"

    I left company very late today, and there was a cat stared at me.

    Posted in: General Chat
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    I am going to present some Russian spirit to Zolden for his great help to me. Anyone has good ideas about that?

    Today I have finished two new models, both of them are simple.

    I also want to share a new minimap solution from Nanakey, I made the model but she did the hardest part.

    Posted in: Artist Tavern
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    posted a message on What the FUCK of this "Legend of Titan"

    @Kanitala: Go

    We can't just saw so many skilled modders don't get what they deserved——and do nothing, we should fight for ourselves as a community. We modders should always turn interests into a career and always be prepared, trying our best to don't let the opportunities go.

    It sounds sad, but that's the only way we survive (from forcing to be a plagiarist some day.)

    Posted in: General Chat
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    posted a message on What the FUCK of this "Legend of Titan"

    @abvdzh: Go

    We Chinese people are very good at copying things, and I believe this a very effective way to learn how it works. I prefer to making original models, but I still resolve and research Blizzard assets as well. And I learned a lot.

    But, "Legend of Titan" showed me a new criterion about contemptible.

    Posted in: General Chat
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    posted a message on What the FUCK of this "Legend of Titan"

    @DEFILERRULEZ: Go

    Well excuse me? You just evaluated all Chinese by a single thing...

    Posted in: General Chat
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    posted a message on What the FUCK of this "Legend of Titan"

    The copycat of Overwatch

    It's shame to see this happened in my country...

    Posted in: General Chat
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @GnaReffotsirk: Go

    Well, art tools do show very cool tga2dds transform. But bug comes with functions, if you used a bitmap in emissive channel, the result dds map will have edge problems in RGB channels only alpha channel remain right. It looks like Blizzard was trying to reduce the file size of emissive map, but it doesn't work well.

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @Zolden: Go

    It's a bug, in this case, don't use mirror tool, you can use "symmetry" modifier instead.

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @GnaReffotsirk: Go

    When you are using normal maps, DO NOT export dds files from Photoshop, SC2 art tool can export textures as dds format. In this progress, art tool reassembles the channel of normal map and change it from blue-green version to red-orange version, you can do it yourself but art tools export is much more convenience. Blizzard forgot to tell users that when you are using tga format normal map, the system in fact is using blue-green version, but when you are using dds format, the system will using red-orange version. This weird set will cause that if you export blue-green version dds map from Photoshop and use it in SC2, it won't work right on your model in cutscene preview.

    Posted in: Artist Tavern
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