I'd like to start studying in order to create models and subsequent animations for SC2, and I'm wondering where to start. My ultimate goal is to be able to understand the process fully and thereby create tutorials, new units, effects, animations, doodads, etc.
What I know how is:
1. Modeling in 3ds max
2. Texturing (base texture only, no idea about how to apply them for sc2, and the needed stuff)
3. Animating via bip
What I've once known and have forgotten are:
1. UV unwrap (basically from previous 3d studio only; version 5, where you had to troubleshoot certain faces, etc)
2. Basic steps in creating models for Warcraft 3.
Where should I start? What materials do I need to study?
Is Working with War3 tools same with SC2?
- GnaReffotsirk
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- Lavarinth
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Re: Is Working with War3 tools same with SC2?
I'll get more detailed into this later, but modeling of course is modeling. To texture you need a UV map which you create by unwrapping. A very widely used tool is Roadkill for unwrapping, which is a standalone client whose sole purpose is unwrapping your UV map in a very, very easy setup: http://www.pullin-shapes.co.uk/page8.htm
It loads OBJ files, I believe.
Here's an excellent tutorials on Roadkill:
"3. Animating via bip" - Lost me there. Bip?
Also, are you asking if you can use the tools from WC3 for developing models (using an older 3DS max version) to import into StarCraft 2?
It loads OBJ files, I believe.
Here's an excellent tutorials on Roadkill:
"3. Animating via bip" - Lost me there. Bip?
Also, are you asking if you can use the tools from WC3 for developing models (using an older 3DS max version) to import into StarCraft 2?
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- GnaReffotsirk
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Re: Is Working with War3 tools same with SC2?
I mean, Biped.
The workflow, I mean. Are they the same?
The workflow, I mean. Are they the same?