- Joined
- Jul 9, 2008
- Messages
- 2,555
I should point out that CrazyBump is barely useful. It made no differences when i used it.
I should point out that CrazyBump is barely useful. It made no differences when i used it.
I should point out that CrazyBump is barely useful. It made no differences when i used it.
StarCraft II supports what it does efficiently. I would like to see cryengine or unreal have 200 battle cruisers on screen and moving at the same time and look any better than StarCraft II (on comparable hardware).
The ghost model does not look impressive when zoomed close but the model is not meant to be zoomed close. The ghost is meant to be one of may ghosts on the battle field at the same time with dozens of marines firing and an opposing army attacking.
You may argue that tessellation allows good models from a distance and close while keeping resource usage down since it can dynamically change the detail of geometry based on distance from view point. Standard tessellation support was only added recently and definatly long after the engines of both StarCraft II and Diablo III were made.
But so far the work and outright hassel put into these models has generated no noticable reward. Popularity doesn't increase and there are no incentives.
This is because what it looks like in the editor and what it looks like in 3dmax are usually vastly different.
Hey guys, perhaps you guys could compile a list of plugins and programs for StarCraft 2 modeling, texturing and all that stuff?
With Crazybump, I made normals, Speculars and Emissive for a WoW Export, but i can't export it's animations, and i have a problem with specularity.Other than that it's an incredible model.
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And just for the epicness, ONLY 290KB COMPRESSED!
Also mind people about max starcraft multiplayer map filesize. It's quet important for modelers.
Don't use Crazy bump for specularity, use photoshop: reduce saturation and brightness a bit and add contrast. That should do it.
What I've seen so far regarding specularity, there is no single formula unlike normal and emissive. Normal - you make all textures orange normal in the same way, emissive - you just do brighten up the lights and the rest is black pretty much the same formula.
For specular it really depends on what you will use it for - some metal things may require lighter colors but not white-silver as then the whole model would rather be white than metallic/silver, at the same time not too dark. Others require darker specular maps and they won't shine too much.
But so far I haven't found a single formula to do all metal and organic units with the same level of specularity. It's like this texture has to be decided based on what you will use it for. I use gimp and idk any 'perfect' way to do specular maps other than chaning the colors differently for each unit you want to use.
That's nDo2
If you guys want, I could create a pretty simple tutorial on the process of making a "next-gen" model. But if you find yourselves confused, just use the google machine! There's a lot of information and tutorials on the web. Or ask me. I don't know much about SC2 modding, but I know plenty about making game assets.
omg, dont be so stubborn, if you had bought your crazybump licence legally, you would know its twice as much as nDo2.
and honestly, i have read so much about it, from vraious people, people that actually are in the industry and have a lot of experience with crazybump, that nDo in fact is more precise. (plus, i used both myself, too)
i'm nopt going to argue with you, think what you want, i just wanted to state another pov for people who read this...
About the specmaps:
yes, specmaps dont need to be greyscale, infact, dielectric materials are most commonly made with a red/green colored specmap.
K, I'll make one then! Just note that it won't involve SC2, just modeling in general. And it'll be fairly basic, but I may make a more advanced one later.
Just a heads up, it'll involve the following programs:
3ds Max
ZBrush
Photoshop
CrazyBump
#Edit
Keep in mind that I won't be able to go too in to depth with the individual programs, as that'd get rather complex and tedious, but there are plenty of tutorials for the respective programs on the web!
nDo is nowhere to be found.