New Protoss Portrait - Xanon - Dark Templar
Moderator: The Oracle
- The Oracle
- Xel'naga Hero
- Posts: 280
- Joined: Sun Nov 19, 2006 9:00 pm
- Location: Imprisoned on Aiur
- Maglok
- Xel'naga World Shaper
- Posts: 1312
- Joined: Sun May 20, 2007 12:48 pm
- Location: The Netherlands
Re: New Protoss Portrait - Xanon - Dark Templar
I like that. They look like you decided they will not be animated and ingame as models but as pictures?
- The Oracle
- Xel'naga Hero
- Posts: 280
- Joined: Sun Nov 19, 2006 9:00 pm
- Location: Imprisoned on Aiur
Re: New Protoss Portrait - Xanon - Dark Templar
@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.
Oh no, the models will be in-game and animated. The images I'm showing you guys just aren't rigged yet is all.
- AA7Dragoon
- Protoss Khalai Missionary
- Posts: 1039
- Joined: Mon May 21, 2007 10:09 am
- Location: Washington, USA
Re: New Protoss Portrait - Xanon - Dark Templar
Very cool, Oracle! The preview video looked great too!
- Maglok
- Xel'naga World Shaper
- Posts: 1312
- Joined: Sun May 20, 2007 12:48 pm
- Location: The Netherlands
Re: New Protoss Portrait - Xanon - Dark Templar
The older male doctor seems to be 'smoothed' that can't work ingame can it?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.
-
- Terran Starport Baggage Handler
- Posts: 135
- Joined: Sat Sep 05, 2009 5:28 am
Re: New Protoss Portrait - Xanon - Dark Templar
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?
- The Oracle
- Xel'naga Hero
- Posts: 280
- Joined: Sun Nov 19, 2006 9:00 pm
- Location: Imprisoned on Aiur
Re: New Protoss Portrait - Xanon - Dark Templar
@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.
#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.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: New Protoss Portrait - Xanon - Dark Templar
Maglok what do you mean by smoothed? Smoothing groups do work in sc2 or you can just make stuff higher poly. *shrug*
-
- Terran Starport Baggage Handler
- Posts: 135
- Joined: Sat Sep 05, 2009 5:28 am
Re: New Protoss Portrait - Xanon - Dark Templar
AFAIK, they did not, at least regarding the novels. Blizzard's policy has always been that the games' chronology takes priority.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.
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?
- The Oracle
- Xel'naga Hero
- Posts: 280
- Joined: Sun Nov 19, 2006 9:00 pm
- Location: Imprisoned on Aiur
Re: New Protoss Portrait - Xanon - Dark Templar
@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.
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.
- Maglok
- Xel'naga World Shaper
- Posts: 1312
- Joined: Sun May 20, 2007 12:48 pm
- Location: The Netherlands
Re: New Protoss Portrait - Xanon - Dark Templar
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.IskatuMesk wrote:Maglok what do you mean by smoothed? Smoothing groups do work in sc2 or you can just make stuff higher poly. *shrug*

The lore on the other hand. Ulrezaj, yeah, complicated.

- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: New Protoss Portrait - Xanon - Dark Templar
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.

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.
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.

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.