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 DaveTheSpectre:
I understand, thanks anyway.
I am subscribing you youtube channel. I'll try things myself.
Always pleased to see your work~
In reply to DaveTheSpectre:
Thanks, Dave.
In reply to vastanx:
:)
Your creation of the warp-in and placement models is an insane coincidence considering I've gotten back into co-op modding, and one of the main things I've been working on is making Artanis's Warp Harmonization a shared talent. This means that these warp in and placement models you've been making have been insanely useful for filling in the gaps of the co-op protoss roster.
In reply to AngelTechnic:
Glad to help then :)
Hello Dave The Specter, I wanted to ask you if you are interested in 2 more Tosh's Goons model ideas from me?
The first would be a stealth tank, it is a tracked vehicle which has 2 large tracks as drives on the left and right. The driver's cab is from the Cyclone and there are rocket launchers on the right of the driver's cab. There is a radar antenna mounted on the roof of the driver's cab, which has the detector feature.
The Stealth Tank's special ability is that it can camouflage itself while moving and while standing still, but it cannot attack in stealth mode. In addition, he can swap his missiles for Napal Missiles which cause AOE fire damage.
The second idea is based on your Titan - Automated Terran Mech, you could change the weapons of the model so that 3 model variants are created, the first remains as the original model, the second would be a flame thrower and the third would be a rail gun.
The models are of course in the colors of Tosh's Goons.
This is just a question of whether you are interested. If not, then that's ok too.
In reply to hochlordflo:
Hello :)
I am not interested. But the ideas are cool, especially the tank :)
"I will see that the Solarite is recovered safely."
In reply to AngelTechnic:
:O
Hello, I saw your model for the infested diamondback and I would like to know how we put it in the game files to see it when we play Stukov on co-op.
In reply to Romacotta:
You can't override base game assets like that, as it'll only affect the local map/mod you add it to in the assets. The game's files are locked behind Blizzard's closed core files, and so unfortunately, assets are only usable for custom content, not in Blizzard content.
In reply to Romacotta:
Yup, as Cerberus said, my models can only be used for custom maps.
Hello DaveSpectre, this might be embarassing or difficult ask to you, but can you teach me how to model and animate models for SC2?
+edit: Also if you don't mind, making textures for models, too.
In reply to Notybang:
Hi.
First of all, I do not make models from scratch. I do kitbashing, which is basically putting parts of models together.
For that I did some tutorials here: https://www.youtube.com/@davespectresassets5469
If you want to make models and textures from scratch, it's better if you find dedicated videos for that. Same with textures, if you want to edit textures, find a software you like and learn to use that.
I may add some tutorials in the future, but I am struggling to find energy and motivation to do that, so I have no idea when it will be.
That being said, I love to see people wanting to learn ho to make more models for SC2 and I wish you a good luck :) You can start by making some simple stuff, like adding extra decorations to some models and try different things to learn. If you encounter a specific problem, feel free to message me and I will try to help :)
In reply to DaveTheSpectre:
Thank you very much for replying.
I'll do my best :)
In reply to Notybang:
You're welcome :)
Hello, im trying to edit the Immortal model in Blender, but it imports broken. - one of its connons is very misaligned. I followed your tutorials on YT, but they dont cover what to do, when model imports with broken weights or animations. (btw please check your youtube comments i posted there weeks ago)
Im not sure, what the problem is, but you have plenty of modified immortals. Weights seem to be assigned correctly, i guess some bone is misaligned?
I found i tutorial online for these kinds of errors, but weights seem to be painted fine. Blender M3Addon, overall, is very disappointing. So many of the models end up exporting broken. Zealot lost its charge effect, after export. High Templar has bugged effects and animations.
In reply to simplycool987:
Hello. You are right, the tutorial does not cover this issue and the reason is that there is actually nothing you can do with such broken models. Problem is, that their bones have negative size (probably result of some weird mirroring during creation) and Blender plugin cannot deal with that and as a result messes the model up and cannot be repaired. Most known models with this issues are variants of Dark Templar, Preserver and Tychus. And of course the immortal cannon.
I do have some Immortals uploaded, but none of them were actually edited in Blender for this particular reason, they are just retextures (No editing of the mesh shape itself, just color of textures) which I have done different way.
Unlike other models the Immortal can sort of be fixed, by separating the cannon from the rest of the model and then in "Pose position" (So with animations allowed) move it and rotate it into correct position. That way it will be misaligned in the "rest position" (used for editing), but will look fine on the ingame model. I think all Immortals made by Hammer are done this way, so maybe you can use his models as a base, unless they get messed up again by import, which is something I have not checked.
Yeah, the addon is not working well for lot of stuff. It is just a fanmade addition afterall. The charge ribbons of Zealots do indeed get messed up by it. Never had a problem with HT tho. It is generally better to learn with 3Ds max as it has official plugin that does not break stuff. Or use combination of both programs. However I never learned with 3Ds max.
And about the comments, yeah, I forget to check those sometimes for months. It is not my main channel so I do not see notifications unless I go there. It is better to contact me here.
In reply to DaveTheSpectre:
Damn, that was quick. Thnak you. Im trying to make some models from the game alpha/beta, but im too lazy to learn max from the ground up.
Looking at you portfolio, you have a lot of expirience. Just, out of curiosity how many models import broken. Is it the majority of them. It the mothership.High Templar has a lighting effect after exporting, i think its from one of the animations.
For some models, i just like to do simple stuff. - Like adding a new texture diffuse, or normal map. I find that much easier. Are there alternate programs, that allow for quick simple stuff like just renaming textures/ animations.
I also want to know how to modify the camera zoom for portrait .m3 Like, do i move the bone in pose, or rest mode.
In reply to simplycool987:
Yeah, I react here much quicker xD Same, I kinda can't get to learn that too.
I think most unit models are fine, but effects and death models suck a lot. I think for the HT it never happened to me. Try getting the newest version of the addon, especially the structures.xml file, that makes things better.
Yup, this thing called the M3 editor is perfect for just changing texture paths: https://github.com/tangorcraft/m3editor/releases/download/v0.9/m3editor-win.zip
You move the bone in edit mode, which will always be rest mode.