- Joined
- Nov 11, 2004
- Messages
- 1,986
Hello everyone, I would like to introduce myself before discussing this. Back in the days, I used to be the moderator of this forum and worked ever since 2004 in Warcraft 3 modeling. I saw how it started and how it revolutionized back around in 2005 with oinkerwinkle tools which emerged in the wc3campaings forums.
I've been looking lately at how the community has progressed in modding Starcraft 2 and to my amuse i can barely see modding development for Sc2 in what refers to an artistic view of content being developed for the game. Today I look at the different databases of Sc2 modding sites and i can barely see sc2 models or even skins, being the later less likely than the first.
It came to my attention on what could be the problem and as I see things there are many reasons on why we have fallen behind other modding areas.
Problems which I see:
Just telling this is all my personal view on why are we a bit downyard here. I have mentioned the problems which I see but I would also like to propose some solutions.
Some solutions in my opinion:
Maybe you guys think a bit different but I think we should discuss the problem and find out why most people don't want to model for this game.
I've been looking lately at how the community has progressed in modding Starcraft 2 and to my amuse i can barely see modding development for Sc2 in what refers to an artistic view of content being developed for the game. Today I look at the different databases of Sc2 modding sites and i can barely see sc2 models or even skins, being the later less likely than the first.
It came to my attention on what could be the problem and as I see things there are many reasons on why we have fallen behind other modding areas.
Problems which I see:
- Things have gotten complex: Starcraft 2 models are WAY more demanding than wc3 models, one model is not enough now. You need to make one for the unit and one or many for deaths. Also, before we only had to worry about 1 map (the diffuse map) now we have to worry about 4 or more: diffuse, normal, specular, emissive, alpha/opacity, heigths, etc.
- The gap between skinning and modeling has come closer: due to having multiple maps, there are maps which require the model itself in order to be changed like the normal map. Sadly, unless you are an extremely good skinner at shading, normal maps are produced by making a higher poly version of the model and have a tool produce them from it (This is not always the case, but is the most common).
- Portraits! bloody portriats!: portraits are tough now. They are modeled through high poly modeling techniques, if you want to make a normal map, then you need to know some sculping. You no longer do talking animations but you must animate the lips for lip-synching so they addapt to whatever they are saying. Even a bigger pain than the model itself.
- M3 dabuu? how i edit them?!: unlike MDX version 800 [Wc3's] Sc2 new version of MDX format [known as m3] has NO text version (MDL in wc3) so doing basic modifications like 80% of the models in wc3 are, is not THAT easy anymore. Not to mention that most tools don't help solve that abstraction.
- Tools where art thou?: to the date there are few tools for editing m3s most just change pathes or allow you to view the model. We don't have a good old set for doing basic editings like geoset merging, animation transfer, particle adding, etc. However, the game is still young so most likely these will come out eventualy.
- Russians, chinese, you there?: there are many amazing modding communities which haven't embraced starcraft 2 yet. Many of this communities produced famous tools we know now like Yobgol's MDL-MDX converter, mdlex, Fadis' MDL Importer, etc.
- Damn y u so big?: model sizes have kinda increased a lot, optimizing is a bigger pain now. Also due to having multiple maps, using in-game textures is a bit more problematic as well.
- So where do I start?: Stacraft 2 modeling not only is not easy but is barely documented. There are few modeling guides to introduce you and there are few which start at the very basics. Therefore, introducing newcommers is harder.
- IK! Yeah sure...: Sc2 supports IK systems that's true, but you won't mostly use them due to the fact that they are processing expensive. Most Sc2 models have FK keys like usualy, the thing is that FK systems are computed fast while IKs are computed relatively slow. You can always bake your IK animations to FK using a tool (example NeoDex's IK Snapper) but you will still have issues fixing them afterwards.
- Start Tools: Even though blizzard said they would release their Star Tools soonish (tm). We will face the same incompatibility problems we had with the Art Tools. They were created for 3dsmax 2008 (as far as I know) sadly most 3dsmax plugins lose compatibility with new versions due to the fact that 3dsmax uses Visual Studio's API for reading them, new versions of 3dsmax use the new version of that API which most of the time isn't backwards compatible.
Just telling this is all my personal view on why are we a bit downyard here. I have mentioned the problems which I see but I would also like to propose some solutions.
Some solutions in my opinion:
- A new text version of M3 models: Wc3 modeling was succesful due to the MDL format, it was easy to read and easy to edit. People grew to understand models better thanks to it. I believe the community should elaborate a text version of m3 and speak with programmers to elaborate a converter. Once this is done, model editions will be more likely to see. I like to call this as in economy a "downwater solution" since this solution is a full engine that pulls people in and helps fixing the current problems.
- Modeling and texturing contests focused in Starcraft 2: contests would encourage people to work more on the game. It would also help them get experience and have an idea of how the game works to start moving into modding it.
Maybe you guys think a bit different but I think we should discuss the problem and find out why most people don't want to model for this game.