Introducing the Hammer™®© Inspired by the Grizzly from Halo Wars ye there's my first ACTUAL unit from scratch. I actually made this thread to ask if anyone would like to make a full blown experimental mod with me. So, does anyone want to make an experimental mod with me?
It's awesome, do you have textures for it? And how it's big, if compared with other units? Actually, i want to make exp. mod, but im not very good at modding.
No I don't have textures yet because I don't really know how to do that and some parts of the model don't even get painted. I'm waiting for an answer on here so I can texture it. Other than textures I can rig it easily since it's a tank and use the leveler animation tree for movement.
1 thing.. 1 wheel probably has more poly's than the ant and leveler have as a whole, combined! Also the UV map is good but as I take a look at the tank than I see that many of those UV's can be used more optimal/better for painting. There are a lot of individual pieces that should be stitched together to make painting it not a complete pain in the kittins. On the modeling part the threads are thick on the top and bottom and thin on the left and right. I know scaling is the easy way but I can see through it ;D. I don't know how painting in Blender works but with all 3d modeling programs is better to avoid those tools and export your UV as BMP into photoshop or something alike and work in that. After you've finished the texture save it as PNG and put it on a material in Blender. Put the material on the tank and voila! As for the part that are not being painted on (as you say) make sure that the normals of those faces are faced outwards.
I wanted to export the UV into photoshop but there's no way of knowing where i'm painting, eg., if i draw on a circle in photoshop i don't know where that circle is on the model.
what I always do in Maya is the following: - texture in photoshop save as .psd - put the psd file on a material in maya - put the material on the mesh im working on. Now whenever I save the psd (ctrl-S) and I reload the texture(click) the texture will be updated on my model. A good start for you is to first give everything its basic colours like green, grey etc. After that, when it looks good, go further into the details. If you want to texture while also seeing what you are doing instantly i suggest taking a look at http://quixel.se/ It's a plugin tool for photoshop and it is the most epic thing ever. And I suggest every modeler to learn how to work with it.
I downloaded Quixel suite, searched for some tutorials on how to use the thing, and nothing... Do you maybe sorta kinda know how to use it? With Blender + Photoshop CC ofc.
I'm sorry I went a bit too enthusiastic there.. Quixel is quite advanced stuff and takes a while to learn and understand. It's pretty much impossible to learn when you are still learning the basics ^^ my apologies. For Quixel you need a bunch more maps and the best way to go is to first learn how to make each individual map. Like the id-map, AO-map etc. The best way for you to go at this point is what I wrote in my previous post. - texture in photoshop save as .psd (or png if blender can't read psd) - put the psd/png file on a material in blender - put the material on the mesh you are working on. Learn this first until you can dream it. (modeling, UV'ing, Texturing).
Does the model have bones? Also do you know how the scrolling textures for the tracks work ? (I now that they scroll, but textures were always Nanolathes speciality). If yes then I could probably make it work in the game.
It doesn't have bones yet and i'm working on textures when i have time. I'm definitely not good with textures.
scrolling textures is usually done through script or shader. What is does is move the UV-coordinates and thus making the texture move.
I actually figured out how to use it :> (er.. mostly) I got the model to load in 3DO and placed the diffuse (albedo) onto it Now I need to figure out how to edit the .png in photoshop and have it update in real time on the 3DO window I just need to get better with UV mapping and then I need to know the difference between materials and textures in blender and how I can use multiple materials/textures on a model. I think I'll buy it eventually.
And it's in-game and working mostly!! The only issue is that the two front facing turrets rotate with the main turret... which obviously doesn't look right. (they're floating in the air in the picture below) All that's left to do is fix the treads since they're invisible and texture it. Then polish it up/fix some bones.
BTW Scorpion superior due to canister glitching and the general power of the canister pre-grizzly upgrade. But nice model bruh frogibe me if I am not as appreciative as I would be if it was actually a good unit in Halo Wars
Nice job. Honestly I would love to do something like this, but have never really had the drive to learn how to texture and get units into PA by myself without a teams support. Also you've reminded me of something that I tried a while back. This model was never really finished, but hey here's a rendered shot of it anyway. (I feel that my modelling skills have improved a lot since I made this.)