deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,240
4/5.
Not bad at all.
Not bad at all.
(1 ratings)
I think he means it's made for a melee map or melee hero.I agree that the name can be confusing and mislead you to think it's a melee unitWait, I'm confused. I like the skin (& that icon is surprisingly good), but how is she melee? She still wields a bow.
I think he means it's made for a melee map or melee hero.I agree that the name can be confusing and mislead you to think it's a melee unit
I suppose that you used Blizzard material, as well.![]()
So, this is freehand work.
How can it be so blurry if this is the actual size of the drawn texture?
Can you please show me an .psd/.xcf file(unmerged files, of course)? I'd like to see your technique.
Neat idea, but could benefit just a bit more from playing around with the wrap.
It seems from the screenshot that Vashj model suffers in same way as Jaina does - awful wrapping on chest area.
Tho it's hard to work with to get it proper looking, it is possible to attain naturally looking boobs and abs just by smartly moving pieces upwards or downwards where they no longer stretch, or thinning out the texture, or squeezing it if you will, so that when it stretches, it appears of normal size.
Just a comment to note for future works - I believe a good stare at the model with Unit UV Compilation texture on it can help you avoid these things in later works.
I follow the same system - face is 60% of the skin for me.
I've got to ask you, are you familiar with drawing textures while using these two things - the Warcraft III Viewer, and the Ultimate WC3 Unit Wrapping Compilation?
If you're not, let me know and I'll link you them and show them how they work - they're legit a lifesaver which I think you'll find useful.
Oh I had the same problem when I got the new PC - it was really weird but it's an easy fix now once I've figured it out.
To fix Wc3 Viewer, try opening it, finding a random model, then go to Render -> Zbuffer Depth -> 16 bits/24 bits
Try with 16 first and restart the Wc3V. If it's fixed, congratz! If it's not, try with 24, restart, and it should be fixed.
In Wc3V, CTRL + F is quick access to find a unit by it's internal name, so typing "Arch" will find archer models, icons, textures, etc. Anything that contains "arch" in it's path or internal name will be found, so you'll possibly get Arch doodads too.
To change currently viewed model's textures for quick preview, go to Current File -> Remap Textures -> and from there select the texture you want to replace, and select yours. Texture will stay loaded for as long as you don't restart wc3v, meaning that you can swap between portrait and whole model variations without having to reload it every time.
Additionally, you can use BMP, PNG, JPG, and BLP files while you remap textures - you don't have to convert it to BLP every time. However, you will need to swap model to something else and then swap back to the original if you've made some changes on loaded texture image, and want to re-check how it looks - a simple swap from model to portrait and back will restart reloaded texture for quick preview.
Wc3V also has a great BMP/JGP/PNG to BLP conversion with quality options, 85 is standard I use and my skins have low size, yet they're never blurry in-game.
About Unit Wrap Compilation, you can get it here: WC3 Unit Wrap Compilation Project
It's such an awesome utility that once you use it, you'll always use it. It allows you to see where EXACTLY model pieces start and where they end, which is also the way we detected that the Watcher model actually has editable hair part which wasn't visible in the original texture, or that most textures have unused spare parts. This will help you heavily on seeing what stretches where, what is really on the skin, and where are boundaries.
Sorry for the wall of text - but I believe these two things are a must for any texturer, and I hope they'll aid you onwards.