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

    @JacktheArcher: Go Don't worry, I will make a tutorial about it, it's also a very good example to explain Blizzard's intelligent designs. (Simple but really smart.)

    @Triceron: Go I am glad that you like it, nanakey is happy too, thanks~ :)

    Today there is a DANGEROUS model, this model comes from the PockeMon but it’s DANGEROUS. Don't try it in the game if you don't have friends around. (the red-blue twinkles may cause photosensitive epilepsy and it happened before, so don't try it alone.)

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

    And again it's nanakey's show time. Here are some wonderful new stuffs

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

    @TaylorMouse: Go

    @Zolden: Go

    Thanks~ Some one asked me about how to make the characters attack and walk at the same time, and here is an example. When Zeratul plays the single animation likes attack or walk, the animation works as usual, but when he plays two animation together, the attack won't interfere in the walk animation.

    Posted in: Artist Tavern
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    posted a message on Blizzard Arcade Contest and Launch Event

    @SoulTaker916: Go

    I have heard Dustin Browder's name. : )

    Posted in: General Chat
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    posted a message on Blizzard Arcade Contest and Launch Event

    I am not really like the idea of this Blizzard Arcade Contest. The current prizes and criterion is some kinds of limit and misdirection. Which map should be the 1st Class winner? The map which has the most players or the experimental map which has the brightest ideas? Or the map contains the best assets like models, textures and musics? The custom maps have their own variety and therefore it's partial to say one kind is better than another.

    I think it would be a better idea if there are independent prizes for different kinds of maps, such as "the best story", "the best Multiple player battles", "the best music", "The most creative technology",and so on. It's short - sighted if an arcade contest tries to elect "The Best Map" while there is no such a standard about which should be the best.

    By the way, I am a 3D artist of Starcraft2, I loved this game and do created wonderful works like other mapsters. But I don't see any respect in this contest, and I think the composers and dramatists may have similar ideas.

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

    @Kailniris2: Go

    Thanks, it has been a while that I didn't create interesting assets...My partner need a drama with cost me nearly one week time.

    Posted in: Artist Tavern
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    posted a message on (*Inactive) Model parts vanish when previewed? (3dsmax)

    Some replies are missing, I don't get it...

    The Skin section has xxxx Error looks like a skin modifier error. But the truth is it want to tell you that some parts of your model is too complex to use one single material. For example if you made a Tank and has many caterpillar tracks and each of them has a complex mesh, this error will happen. The solution is simple, make a new SC2 material (as same as the old one) for some parts of them so that both materials don't reach the vertex limit.

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

    Made a death animation for VoidSeeker, cost 3 hours' hard work. Both Physic bodies and key frames animation ( simulated by PhysX of 3dsmax) added for destruction simulation.

    Hope you like it.

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

    @TaylorMouse: Go

    Hi TaylorMouse, you can add the Pathway of starcraft2 editor here.

    The star tools for 64bit has it's own extra bugs but most of them won't cause problems. (For example, the PNG image can be read by 32bit tools but 64bit tools can't.)

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

    @seraphlio: Go

    Thanks Blue pincers lobster. I came back the day before yesterday. I wish your new race project goes swimmingly.

    Today I finished the textures for a spaceship which I made many days ago. Hope you guys like it.

    Posted in: Artist Tavern
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    posted a message on [proof of concept] True PiP

    @Zolden: Go

    Nop, 6 is the most number we have. The last channel has best resolution ratio but can't work together with others.

    Posted in: Artist Tavern
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    posted a message on Blizzard Arcade Contest and Launch Event

    @Trieva: Go

    I am agree with that one big mod is some kinds of stiff. So I prefer another way, when the "Dustin" Project finished (the map nanakey and I are working on). I will divide the model mod into groups such as effects, missiles, skyboxes, characters and units, each of them will less than 40M and can work independently. It may still need a long time to download the mod for our map but once the players finished this they will need less time to play these games which referenced one or more our mods on BN. In the opposite, if they played these games before, it will need less time when they download our map too.

    We call this plan "FROG Protocol" (Framework-Resources-Opening-Groups Protocol), if more guys join us we can make the communications of resource that each team has more freely and easier. At the same time, we can reduce the downloading time too.

    I am not sure it's a good answer, but it the best idea I can think out on this problem of dilemma. Your problem maybe unsolvable if someone tries to solve it him/herself, but if we work together, maybe we can find a win win solution.

    Posted in: General Chat
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    posted a message on Blizzard Arcade Contest and Launch Event

    @Traysent: Go

    Limit the mod size to 100 MB isn't a good idea I think. This will limit custom models, textures, musics and all most everything. It will be nice if there is no such limit and let the mapsters get their jobs done freely.

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

    @JacktheArcher: Go

    I used FaceGen to get the cursory face from a photo, and last part of the texture is finished and rendered in 3dcoat.

    @Eimtr: Go

    The Elf birth animation is made for Renee's war3 mod, this mod is a complete rebuild of war3 in SC2.

    Here are some new effect models, these days I have few good ideas to the project, some kinds of drying up.

    Posted in: Artist Tavern
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    posted a message on [solved] Need two low poly models replaced with their high poly versions

    If they have high poly meshes inside, why only 8.2 KB each?

    Posted in: Requests
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