New Protoss Portrait - Xanon - Dark Templar

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New Protoss Portrait - Xanon - Dark Templar

Postby The Oracle » Fri Sep 10, 2010 9:56 pm

http://www.campaigncreations.org/blog/b ... u=316&b=45

First Protoss portrait for LotC is complete.

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Re: New Protoss Portrait - Xanon - Dark Templar

Postby Maglok » Mon Sep 13, 2010 12:45 am

I like that. They look like you decided they will not be animated and ingame as models but as pictures?
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Re: New Protoss Portrait - Xanon - Dark Templar

Postby The Oracle » Mon Sep 13, 2010 9:26 am

@Maglok:

Oh no, the models will be in-game and animated. The images I'm showing you guys just aren't rigged yet is all.

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Re: New Protoss Portrait - Xanon - Dark Templar

Postby AA7Dragoon » Mon Sep 13, 2010 1:42 pm

Very cool, Oracle! The preview video looked great too!

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Re: New Protoss Portrait - Xanon - Dark Templar

Postby Maglok » Tue Sep 14, 2010 4:27 am

The Oracle wrote:@Maglok:

Oh no, the models will be in-game and animated. The images I'm showing you guys just aren't rigged yet is all.


The older male doctor seems to be 'smoothed' that can't work ingame can it?
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Re: New Protoss Portrait - Xanon - Dark Templar

Postby johnnythewolf » Tue Sep 14, 2010 1:51 pm

I didn't know Ulzeraj was canon, as I always thought the Enslavers campaign was just some kind of canonically-dubious sidestory. Why did you decide to include him?

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Re: New Protoss Portrait - Xanon - Dark Templar

Postby The Oracle » Tue Sep 14, 2010 4:41 pm

@Maglok: We'll find out

#Johnnythewolf: Well, LotC's not canon, so that does give me a lot of leeway. Ulrezaj was actually a big part of the Dark Templar trilogy novels also. Not that that means anything as Blizz retconned SC1/Broodwar and their novels to hell and back. I do believe Ulrezaj will be a part of Legacy of the Void.

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Re: New Protoss Portrait - Xanon - Dark Templar

Postby IskatuMesk » Tue Sep 14, 2010 5:11 pm

Maglok what do you mean by smoothed? Smoothing groups do work in sc2 or you can just make stuff higher poly. *shrug*
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Re: New Protoss Portrait - Xanon - Dark Templar

Postby johnnythewolf » Tue Sep 14, 2010 7:21 pm

The Oracle wrote:@Maglok: We'll find out

#Johnnythewolf: Well, LotC's not canon, so that does give me a lot of leeway. Ulrezaj was actually a big part of the Dark Templar trilogy novels also. Not that that means anything as Blizz retconned SC1/Broodwar and their novels to hell and back. I do believe Ulrezaj will be a part of Legacy of the Void.


AFAIK, they did not, at least regarding the novels. Blizzard's policy has always been that the games' chronology takes priority.

I'm just surprised that you choose to use that character in particular; while we're at it, is Allen Schezar in LotC as well?

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Re: New Protoss Portrait - Xanon - Dark Templar

Postby The Oracle » Tue Sep 14, 2010 8:02 pm

@Johnny

The character Ulrezaj doesn't appear in the campaigns until Episode 3. And even then, just for one mission. The purpose of his presence is more to help resolve Xanon's character story more than for Ulrezaj himself.

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Re: New Protoss Portrait - Xanon - Dark Templar

Postby Maglok » Wed Sep 15, 2010 12:50 am

IskatuMesk wrote:Maglok what do you mean by smoothed? Smoothing groups do work in sc2 or you can just make stuff higher poly. *shrug*


It looked like it had that 'make edges rounder' smooth. if 3dmax or so does that usually that means it increases poly. Though I have no idea if it can work, i just never see that in Blizzard models. Not my area of expertise. :)

The lore on the other hand. Ulrezaj, yeah, complicated. :) Definitely some form of canon at the moment though.
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Re: New Protoss Portrait - Xanon - Dark Templar

Postby IskatuMesk » Wed Sep 15, 2010 2:47 am

Maglok>

There's a few ways you can "make edges rounder". The way you're talking about is basically Turbosmooth and yes you can put that into sc2 if you want to. The game will accept very high poly models and those models look fairly low poly as they are, turbosmooth with 1 iteration won't raise it that high. The other way is through smoothing groups. It won't give as "clean" a result as a model with good edge flow and turbosmooth, but it prevents the edges from being "sharp".

So for example on any kind of a ship or building, I want it set to have no smoothing groups so it does have those hard edges. But on something like skin you can give it smoothing groups.

Image

Smoothing groups are functional on this guy's wings and shoulder armor and such, but they don't work with multi-object materials yet so his chest armor and skin doesn't have smoothing groups, thus they have hard edges and look really mangled. He remains very, very low poly.
Image~[Gameproc]~Image
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