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Skinning my first model

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Dr Super Good

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Level 64
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Jan 18, 2005
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27,258
I finaly decided to make a modle, although simple, I think it is good.
I have finished it but I would like to know how to skin it.
The wireframe of the modle can be seen under attatchments.

I would like to skin it using wc3 textures included in wc3 but I do not know even how to start skinning it.

I looked at the toturials and on other sites yet I could not find any help.
I made it in GMAX and so most tools do not work so help would be appreciated into how to attach skins to modles.

Even a link to a site which can help or contains infomation that can help would be nice. . .
 

Attachments

  • Tower 3D view.jpg
    Tower 3D view.jpg
    342.2 KB · Views: 188
Level 7
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Feb 13, 2006
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Well you migth wanna try gimp 2 cause for me its a great tool and i use it. First create the skin with all the textures in it then upload it and uv map it.Its not simple but it worked for me thing is not sure if g-max uv maps but the vertex modifier does so check it out if you need it.
 
You want to use ingame texture then? Extract the texture with a apropriate program, convert to tga and then use material editor (M).

Good tutorial is here
http://world-editor-tutorials.thehelper.net/magos.php
Scroll down to material navigator, there should be explained what you need. It has covered also unwrap tutorial
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
The pink was a random assigned colour for easy clasification and thus is nothing to fear since that shot was made before I know how to skin a modle.

Now I hvae finished skinning the model and although One of the skins looks badly distroted, the rest looks fine.
The modle even has attachment points and camera which fully work in wc3.
It had animations but I messed up (no bone attachment) so I am giving up the animations.
Only problem is the glass dome, I do not know how to make one with out importing custom materials. . .

Well Here is a privew shot of the model (again in Gmax).

EDIT

Ok I have finished it to a satsfactory degree.
Sadly I did not get the anims to work and would take a long time to redo them. . .
Well anyway it uses NO custom skins or imports but the actual mdx and has the folowing features.

Team colour (something many models lack)
Camera (again, something many models lack)
3 Attachment points (origan, weapon and overhead) (many models lack attachment points)
Fully textured with glass effect around the center
Base so that it does not look wierd when placed on slopes.¨
Low size (only 12,122 Bytes)

What could be improved

Animations (needs some)
Better texturing of the actual tower's main body.
Particle emmiters and glow
Backdrop for porterate animation.

If you use this model please give credits to me since I spent alot of work making it even though it is not very good.

Well enjoy. . .

EDIT Replaced Gmax view with AA+AF WC3 view.
 

Attachments

  • Crystal Tower.mdx
    11.8 KB · Views: 69
  • WC3 Tower - Ingame.jpg
    WC3 Tower - Ingame.jpg
    214.6 KB · Views: 136
Last edited:

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
I messed up the animations and forgot to attach each object to a bone (seems wc3 animations are run using only bones) and so the animation names and some of the data is in there but the actual data that the animations use is not.
And also I do not think improving on this is a good idea any futhur since the actual model is flawed (the main column is too long) and so the skin looks distorted and not nice looking. I could rectify the trouble with the skin by putting in about 2-3 more circular layers but, doing so, will mean I will have to reskin the entire column (including the fancy stuff at top and below the crystle and glass) which took me multiple hours to do so for now I plan no futhur updates to the model but maybe a hero glow added around the crystel to make it look better but it is fine as it is to use in a map.
 
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