• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
GhostThruster

Profile posts Latest activity Postings Experience Resources About Medals

  • Greetings :) Any news or progress? We might be actually able to release the drake you made skin for... Misha finaly uploaded his versions of nether drakes...
    The colors of the fire particles are actually copied straight off from one of Will's models (lol), but you are right that it should be additive, thank you for pointing that out! About the rim, do you mean how i made the texture, or how to billboard?

    In magos, you can just right-click any object and press "edit", then check "full billboarding". In 3ds max 5, you can set this in the property editor. For the texture, i just made a huge bright circle, then i contracted the selection with 1 pixel and erased the middle, added gaussian blur, and then painted some shiny spots onto it. Then i made sure it had the same model origin as the shield sphere, and scaled it to fit precisely around it. Finally i linked it to the shield bone, so that they would scale the same.
    Its ok, take your time ;) Trust me, no one will want to texture it :/ I got plenty other work to do...Right now i am working on Balrog and also custom model for Moria Goblin. So, there is a lot to do. I was just worried, I used pastebains forever period for the first time, I wasnt sure if the model was delivered :) - and again, take all the time you need. I want you to texture it, so i will wait ;) and I will try to be patient :D
    Hi there. :) just wanted to ask if all is good with Smaug. Or if is there any problem... I am little bored adn excited :D No ned to hurry of course ;) But I just really simply look forward to finish of it :D By the way...thats a really much of text you have here on your visitors message wall (0.0)
    It seems to me like you have done all you could to reduce the polygons already. One trick is to open the model in magos, then open the model editor window, zoom out, and see where the red dots are the densest. On your model, it appears to be the hands and head. It is a bit unorthodox in wc3 modding to model the fingers, but yours are so well crafted and suits so well with the model that i think you should keep them. Second thing is, that before you export the model, make sure you select all the vertices and use the weld tool (with a tolerance of 0.1) on them, to make sure every vertex is attached where it is supposed to be. This can lower filesize (although seldom polycount).

    When it comes to the head, i have just one advice to you, if there are any good references for what you are trying to model, USE THEM. By that i mean, setup two planes on your scene and texture them whith your reference of front and back. Align them to eachother, and then just do your model on top of it, trying to follow the outline of the background. Actually, you don't even need to add the reference to planes, just use views>background image, set it to "Match Bitmap" and "Lock zoom/pan", and voila! You have your reference in the background (this is for 3ds max). What i can tell from the reference is that the top-section of your helmet is inclined too much backwards, the visor is too flat, and the helmet is generally too tall. From a wc3 camera perspective it should look fine though.

    Finally, some advice on animation. You have done a great job on the walk animation - few people can pull these off and make them not look hilarious.
    Concerting the "spell throw", i have three tips:
    *Try to always make every piece of the body move at all times.

    *Always use your own body as reference - is it common for you to kick one leg back when you throw something? No, usually, it is the front leg that takes a step forward, and the back leg stays in exactly the same spot. Also, when you pull your throwing arm behind you while getting ready for a throw, you usually keep the other one raised in front of you, for balance.

    *Exaggerate your animations as much as you can. The more motion, the more real they will look.

    Overall, very nice model! I love the detail of the texture. The chest and shoulderpads are also awesome. I hope you complete it!
    That would be very cool indeed! I generally love games where you have to crew your vehicles in order for them to work, so that could work out really great.

    Also, i made this model yesterday, it might not seem much to the world, but it looks really cool ingame. Since it has an omnilight object, it provides a very atmospheric effect to the game, and the animated texture also adds some motion.
    I was thinking of making both. First i make a regular marine model with full anim set, and then i make a lowpoly one that i use as driver/gunner. Or perhaps i will add attachment anims to the marine model, we will see.
    Updated the paste, the warthog is now finished. All that is left is to make a marine model, so that i have a driver. ;)
    Have a look at this baby

    EDIT: I also found these textures on the internet - i am gonna use them for some forerunner resources later, but i figured you might be interrested in them should you ever want to do some assets of your own.
    No problemo! As i said...If you will feel taste for those two things, just let me know :) any time... no need to hurry...ill release them on Hive, thats for sure, but mainly i need them for my upcoming battle map. :)
    Ill tell you aynway :D One of it is Smaug from Hobbit :) and second one is dark dwarf warlock Olof Steelmouth... Anytime you would feel taste for dragon like making skin or dwarven...please I beg you, let me know :)
    Thanks! :) if you would be interested in future in some work, I might have gain some fantasy skin requests.
    Good luck with that .-) I saw some pictures, looks nice! Iam busy at the moment...so i Dont work on anything... right after exams Ill get back to models again, hopefully creates something big.
    Not bad, but not good either. Had some troublesome week. Are you working currently on something ? :) I saw you got back to your sci-fi type of work.
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top