DaveSpectre's Assets
I do all kinds of different kitbashes and retextures.
I am currently struggling with burnout and I am learning to live in some healthy balance. That means I will not release models very often, but sometimes I will make some when I feel like it. So I guess you could consider me semi-retired ? Anyway, I am not doing any requests for the moment, until my mind is healed, which might take a long time. So please do not ask any requests of me, no exceptions (Asking for a fix if model is broken is not a problem). But I still want to do at least some models and share them with you. Hopefully you will find some of them useful :)
Stay healthy and don't forget to rest regularly ! :)
Here you can find a list of models I want to make one day (Note that there is no order to this list): Models I want to make
I would also love to continue making story maps that would include my own models (But that's probably only a dream now. I have very little time and energy for that).
And last but not least, I'd really love to do more commander concepts with videos, because people seem to love those, of course those would require additional models and lot of them. You can find the list of potential commander concepts that I currently have in mind here: List of potential Commander Concepts (on the bottom of the page).
Original credits go to Activision Blizzard and their respective authors. Most of my stuff is made from their models, textures and voicelines, which means, don't use my assets for any commercial purposes. Otherwise you are free to use my models as you want including edits. Crediting is not necessary as long as you don't claim the model as your own. For edited models, I'd like to be credited as original author.
In reply to czhcao123:
It is easier to use them with models yes, but not better at all. You have to apply them via actor events and such and that might be a bit difficult. I could do the models for those textures, but they would be placeholders, because I want to do custom models for them in the future and it would be wasted time.
I've got an idea, If you are going to use Nerazim protoss and you don't intend to use the normal Protoss as well, you can just rename the Nerazim textures to the name of normal ones, like Nexus_diffuse.dds instead of Nexus_Nerazim_Diffuse.dds or whatever they are called. If you then import those textures into the editor under Assets/Textures/ save tha map or mod and restart it, then the structures should show the Nerazim textures.
In reply to DaveTheSpectre:
I have tried to rename them,but It failed,it influenced all the maps,like virus.I have to delete the test map to make sc2 return to normal.At second time ,I tried it again,but it didn't work ,the buildings still keep original.So I prefer use m3 models,replace textures is a fussy work to me
In reply to czhcao123:
I have no idea how you managed to mess that up ...
I understand that you prefer it, but it still doesn't mean I'll do it. It isn't that difficult to just change the name of a texture inside the model's path since the textures already exist. There is a simple way without using any model editing software.
Just download Notepad++, export your desired model from SC2 editor (I'll use Nexus as an example, so you export Nexus.m3), then you open it in the Notepad++, you'll notice there is a ton of gibberish, but the texture paths are intact.
So you go to Search>Find>Type in "Nexus_diffuse.dds"(Or others ...)>Find next. It should find the texture path like Assets/Textures/Nexus_diffuse.dds. Here you can change the name of the texture the model is using, but with one important note, it needs to have the exact same number of characters, so you can't change it to the "Nexus_diffuse_dt.dds" it originaly has in the file, but you can change it for example to "Nexus_DiffuDT.dds", the name is not important, the lenght is. Then you of course need to change also the name of the texture file itself to fit with this.
The you do the same with the "Emissive" and "Specular" (Search, rename, rename the texture as well ...) and then you save it as whatever you want, for example "Nexus_Nerazim.m3", then when you import this model with "Nexus_diffuDT.dds", "Nexus_EmissiDT.dds" and "Nexus_SpeculDT.dds" (Or how you named it. Also the textures must go to Assets/Textures/) in the editor you have your m3 model with textures. Then you do the same with the rest of the models.
You can also do the same with the death and warp-in models if you want. It takes a lot of time (Which is the reason I dont want to do it), but you can be proud that you did it yourself.
In reply to DaveTheSpectre:
Thank you Dave
You are right, it feels awesome.
In reply to vastanx:
No problem :)
That's one sweet Tal'darim Lasarra !!!
Hi, I love your leviathan brood and umojan stuff!
Howerver, I have a problem: The female umojan ghost does not work. I tried to change the dependencies, but nothing helped. It does not work in NCO and Coop dependency. I mean, the model is imported without problems, but it has no animations. Whenever I set it as the ghost model, ghosts in the game do not walk, aim etc. They just stay in that weird t pose with the rifle between the legs. I noticed that the same thing happend with the female ghost models of the defenders of man (of which the umojan ghost is probably based) Is there any way to fix this?
In reply to Psychopathic_Roach:
First of all, thank you very much :)
Second, All female Ghost models use .m3a animation file that has to be added in data under required animations. Hope that helps :)
That Tosh Adjutant is a masterpiece! :D
I posted it on the SC Lore Discord and yeah, seems like I'm not the only one to think that. ^^
I have an idea regarding the remastered marine portrait tho.
How about recolouring the reaper portrait body armor and using that instead of the tradition SC2 marine chest piece in your SCR marine portrait?
Anyways, great job! Curious to see what that Assailant will be all about.
In reply to Forge_User_41665328:
Thanks, good to know that people like it :)
Well the Marine was done as a request the way the person asked for, so objective complete, I don't want to spend any more time on that one. Because I think that normal SC2 marine portrait would work as well, so I didn't want to do this one either.
Assailant, yeah sure ... not sure if I'll ever get to make it ... since I've got like thousand more ideas that aren't even in this table, since it's too small and I can no longer edit the size and I would have to do it again from scratch. But I was planing for it to be a faster, more light version of Zealot that would attack faster, something like Selendis in one of the LoTV cutscenes and would wear the mask of the Zealot from the trailer, the one who run into the banelings. Also I was planing the Assailant to be a female. Kinda got inspiration from this unreleased model by GhostNova.
A T1000 adjutant?... My kind of woman.
In reply to vastanx:
:D
Hello, i've come up with model suggestions, it would be the strains for the zerg unit kaboomer, from the coop mission or arcade map. (special infested, that looks like a baneling, it could have some skins)
May you rest in peace, LotV Alpha Dragoon... You were sexy and rusty, but Dave finally came from the Heavens to save us with a real model... We are no more in need of your services as an emergency model.
Farewell, friend :_)
In reply to DefilerRulez:
Lel xD
When creating the Eredas dragoon I was thinking about using the old Dragoon as a base, because it was Dragoon from SC1, but then I've remembered that the description on Spear of Adun said that the Dragoons are from the time it was burried xD
In reply to DaveTheSpectre:
A wise choice, love the retro style team color placement for example
In reply to DefilerRulez:
Not much retro, just different. The SC1 Dragoon has tc around body :D
Your models are a pleasure to look at, Dave. Will you be making more Brood War models/portraits to help extend Mass Recall's retro models pool?
In reply to Forge_User_03138892:
Thank you very much :)
Well I've recently did a Portrait for Mojo, which is actually kinda SC1 scout portrait. The I have a request for sc1 Reaver portrait and also Eredas Dragoon. I'm not sure about anything else, but yeah, I might do some.
I just don't have much time for making models at all anymore, and I have lots of my ideas I want to make into models, so it might take some time.
In reply to Forge_User_03138892:
For what i can see, most of Dave models are not used by MR, they tend to use models from sc2 itself, maybe to keep the mod smooth and light-weighted.
They are still using
randomgreat models btw, like purifier Artanis, Tal'Darim Vanguards for Nerazim or cerebrates with Primal Zerg \_(ツ)_/For what i've heard, SCRTGW is using a lot of Dave stuff.
In reply to DefilerRulez:
They are using at least my Raynor Portrait as the credits say. Also my Raszagal portrait as seen in the trailer, which is not credited (yet), but I don't mind it :D Also someone said they will use my Kerrigan.