Thx man! thx for you sharing (back to 4 years ago you've make a video for me)This one is quite nice.
Good work , i really love ur bloodelf models and wish u could make a new Lady Liadrin ~
I'm currently use Mdlvis and war3modeledited these 2 only... do u ve any other model program recommand @@This models of yours are nice. You have improved a lot. I like it how you combine different geosets to make good shoulderpads and weapons. Keep up the good work. And you definitely should get better modeling program so you can create your own unique meshes.
any free download site... XDDD cuz I just use to 'killing my time' I dont want spend money on it XDDDSure, get Milkshape, or better 3dsmax. They cost money, but are worth it, believe me.
This is a nicely done model, and surely useful. You need to lower that particle count, though. It almost reaches 500 particles in regular animations as Stand. Not only it is an overkill of effects visually, but also each particle mean 2 polygons to be processed. You can achieve good results with fewer, but bigger, particles. Just to give you an example, the Firelord, which is a particle heavy model, has around 90 particles at its stand animations. You shouldn't go above that in this model. Play around with their size, opacity, fading, etc, and you'll see how easy it is to get good results.
In addition, those particles leave a trail in-game by the hero's shoulders. That doesn't look right. Trails left from weapons, or staves, do look alright in-game, but you'll probably do better setting the shoulder particles fixed to Model Space, so they don't spread around in the game scene, and your model should then leave 1 single trail of particles, which seems much more reasonable and looks better imo.
If you have any doubt on how to solve those particle issues, feel free to contact me.
The other issue I see is that the death sound it uses doesn't correspond to the death animation. There's a very present impact sound of the corpse hitting the floor around 1 second after he already fell down. You might want to change that sound (or the animation)..
Except for that, it's a great piece. Useful for a cinematic/campaign hero, since it has many talk animations. Fix those issues and we'll be good to go.
kangyun, you can use Magos to do that, it really isn't hard.
Firstly, open your model and under Edit > Properties you'll find the Display options in which you should enable Debug Information.
View attachment 243984 - View attachment 243985
The particles can be edited under Node Manager. Reduce their emission rate and increase their size. Do that drastically, until you don't go way too much above 100-200 in the Stand animations. (The fewer, the better, as long as the result is good)
If you have doubt on that, there are tutorials about particle effects here at THW
Don't forget to check "Model Space" on the shoulder particles, so they don't spread all around the map, and they stay fixed to the shoulderpads.
kangyun, you can use Magos to do that, it really isn't hard.Thx for the review sir! Can u make an example for me...
cuz im still confuse wif the particles things...