[WIP][Showoff] Ursoc's Grin, custom-model shoulderpads menu

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  1. #1
    Andrige's Avatar Contributor
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    [WIP][Showoff] Ursoc's Grin, custom-model shoulderpads




    Work in progress-shots can be found here: <LINK>
    Also, it's not done yet and there's no guarantee there'll be a port to make it actually work in WoW at least by me.


    ---

    Hi guys, been a long time since I've been around here saying anything. However I've been studying 3D-graphics, and finally I can actually create my own models. So for a start on a boring evening I decided to continue the work on my old blueprint I created ages ago when I hoped someone else would want to create a model for me.

    I've always wanted a pair of real-looking feral shoulders over the years so I figured it was about time to make some of my own

    //Andrige


    Last edited by Andrige; 06-09-2010 at 07:14 PM.


    [WIP][Showoff] Ursoc's Grin, custom-model shoulderpads
  2. #2
    jeremy7271's Avatar Member
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    win!
    !!!!

  3. #3
    Mictlantecuhtli's Avatar Member
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    I really like it did you also have a look into UV Unwrapping and Texture Painting already, and what program is it you're using?
    Keep going, great stuff you got there!

  4. #4
    Grymskvll's Avatar Contributor
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    Very cool, keep at it!

    I figure an asymmetrical pair of shoulderpads might look cool as well, like a D2 druid. But that would mean twice as much work, heh.
    Infiltrate, ejaculate, evacuate

  5. #5
    Reflection's Avatar Legendary
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    That's looking very good! Keep up the awesome work Andrige

    Freelance Digital Artist
    https://reflectionartwork.deviantart.com
    You did not desert me
    My brothers in arms


  6. #6
    Aldaeld's Avatar Master Sergeant
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    Ouh fack! It's freacking awesome!



  7. #7
    Andrige's Avatar Contributor
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    Originally Posted by Grymskvll View Post
    Very cool, keep at it!

    I figure an asymmetrical pair of shoulderpads might look cool as well, like a D2 druid. But that would mean twice as much work, heh.
    Yeah I was planning on doing it assymmetrical, maybe just a simple thing like using the old Stormrage model for the other side if I can give it a higher resolution texture that is. But hopefully I'll make my own, we'll see.

    Originally Posted by Mictlantecuhtli View Post
    I really like it did you also have a look into UV Unwrapping and Texture Painting already, and what program is it you're using?
    Keep going, great stuff you got there!

    I'm working with Maya 2010 and have already UV Unwrapped stuff and textured things. UV-mapping is certainly a pain though... but I have found a program that unwraps automatically actually called UVLayout Pro 2.0 that I still haven't tested out.
    But from what I saw from a friend using it, it looks helluvalot easier.
    Besides Maya it's as always, Photoshop CS3. (CS4 lags when I draw on it, don't ask me how they managed to do that)



    Originally Posted by Reflection View Post
    That's looking very good! Keep up the awesome work Andrige
    Thanks ^^
    I hope I can actually get it inside the game though... I know how bastardly importing for a game can be. (see: Importing models for Source-engine for a real ****ing designflaw)



    Also if anyone else have imported shoulders, I'm still in the dark on what software (I can guess it's .dbc-editing and compiling a .mpq-file as always for the placement) and how I can add stuff like particle-effects and sprites. I was hoping to add a pendant hanging out of its mouth, or something similiar. Or at least something that will always hang downwards at least.
    Last edited by Andrige; 12-12-2009 at 07:55 AM.


  8. #8
    Mictlantecuhtli's Avatar Member
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    Originally Posted by Andrige View Post

    I'm working with Maya 2010 and have already UV Unwrapped stuff and textured things. UV-mapping is certainly a pain though... but I have found a program that unwraps automatically actually called UVLayout Pro 2.0 that I still haven't tested out.
    But from what I saw from a friend using it, it looks helluvalot easier.
    Besides Maya it's as always, Photoshop CS3. (CS4 lags when I draw on it, don't ask me how they managed to do that)
    Most of the time the automatic Unwrappers are pretty crappy, I got one for 150 US$ (Unwrella 2 Plugin for 3dsMax), they work best on either high poly models or organic models (characters, creatures) and even only then when you know how. Knowing the basics of Unwrapping like Relaxing, Stitching and basic layouts is a pretty good foundation and always comes in handy - even with those automatic unwrappers.
    I use 3dsMax (8, 9 and 10, for various plugins/scripts only work with one of them), I guess it's just a matter of what you're used to.
    Same thing about Photoshop 3/4 here, I use 3 as 4 seems to lag etc.

    Originally Posted by Andrige View Post

    Also if anyone else have imported shoulders, I'm still in the dark on what software (I can guess it's .dbc-editing and compiling a .mpq-file as always for the placement) and how I can add stuff like particle-effects and sprites. I was hoping to add a pendant hanging out of its mouth, or something similiar. Or at least something that will always hang downwards at least.
    I managed to get actually everything (Items, m2s, WMOs) custom ingame, except animated models, but I'm at it
    Haven't tried Particle Emitters yet, but there are tools for it.
    I'm not sure about how to do the Cloth thing (hanging down all the time), sorry 'bout that.

    I guess you could give the EC team a hand, we definitly need some good modellers. You'll get all the tools you want and need and lots of modelling help etc...in case you're interested just tell me via PN.

    Anyways: the tool you're looking for is called "3dsToM2.exe".
    Just export your shoulders as .3DS, convert them, add a Texture (blp format) either via Taliis or the .exe.
    Put them into a patch, also with a modified ItemDisplayInfo.DBC (add a new DisplayID using your model path in the client) and you've done all your client needs.
    Now you just have to add a SQL line to your server using this DisplayID - with all the stats you want your shoulder pad to have.

  9. #9
    Toshix's Avatar Member
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    Looks nice. But only after the imposition of textures

  10. #10
    Andrige's Avatar Contributor
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    Originally Posted by Mictlantecuhtli View Post
    Most of the time the automatic Unwrappers are pretty crappy, I got one for 150 US$ (Unwrella 2 Plugin for 3dsMax), they work best on either high poly models or organic models (characters, creatures) and even only then when you know how. Knowing the basics of Unwrapping like Relaxing, Stitching and basic layouts is a pretty good foundation and always comes in handy - even with those automatic unwrappers.
    I use 3dsMax (8, 9 and 10, for various plugins/scripts only work with one of them), I guess it's just a matter of what you're used to.
    Same thing about Photoshop 3/4 here, I use 3 as 4 seems to lag etc.
    Ah, yeah I can figure. I'll give it a go regardless, couldn't hurt.


    Originally Posted by Mictlantecuhtli View Post
    I managed to get actually everything (Items, m2s, WMOs) custom ingame, except animated models, but I'm at it
    Haven't tried Particle Emitters yet, but there are tools for it.
    I'm not sure about how to do the Cloth thing (hanging down all the time), sorry 'bout that.
    I guess you already know of this, but you have tried out [Development]MDX to M2 Converter(supporting Animations) ye?
    I'll get into that eventually I hope, right now my knowledge on 3D-modelling is too little to do animations (we only went as far as polygon-modelling, UV-maps and texturing).
    Guess I'll scrap the cloth-thing, might be as well for my first WoW-model anyway.



    Originally Posted by Mictlantecuhtli View Post
    I guess you could give the EC team a hand, we definitly need some good modellers. You'll get all the tools you want and need and lots of modelling help etc...in case you're interested just tell me via PN.
    I'm not sure if I have the time for it, being a student that is in charge of seven people already making our own 2D-game and all. But could you perhaps PM me anyway on what EC is exactly? I may be busy but I still could use a decent outlet for any kind of 3D-modelling I may do, and working with a crew might be a good learning experience.

    Originally Posted by Mictlantecuhtli View Post
    Anyways: the tool you're looking for is called "3dsToM2.exe".
    Just export your shoulders as .3DS, convert them, add a Texture (blp format) either via Taliis or the .exe.
    Put them into a patch, also with a modified ItemDisplayInfo.DBC (add a new DisplayID using your model path in the client) and you've done all your client needs.
    Now you just have to add a SQL line to your server using this DisplayID - with all the stats you want your shoulder pad to have.
    Alright, thanks for the steps. I might not be qualified to completely understand all that right now (I've only worked with retexturing before, only barely touching the more advanced stuff with .dbc-files basically) but it's good to have a process to look at

    Originally Posted by Toshix View Post
    Looks nice. But only after the imposition of textures
    Aaaaw, that hurt my feelings.
    It'll come later, I just want to mess around some more with the model itself first!


  11. #11
    Pullefjun's Avatar Member
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    Nice work Andrige, you addin' the locket/amulet aswell?

  12. #12
    Andrige's Avatar Contributor
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    And there my trial period for Maya 2010 ran out... *sigh*
    Yeah Pullefjun, I had hoped to add the amulet from the conceptart but as it stands right now I think it's going to have to be delayed, since I don't really know how to do any of the cool stuff like that yet, particles, sprites, making something always hang down and so on.


  13. #13
    snowshade's Avatar Member
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    it looks great, and I like it that you also put up the old blueprint. Together I imagine it will look great once you get it ingame. I hope your going to finish this.

  14. #14
    Apezwijn's Avatar Member
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    Cool brah, im far away from making that :P

  15. #15
    Goshujinsama's Avatar Member
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    ahh nice good stuff. someone who actaully knows how to decently put a model together and as i see it, its pretty low poly aswell. Do know that before converting your model to m2 you need to triangelate your model or the conversion will make it **** up and it will turn out black. Also make sure you have no hard edges. Smooth everything out. All the depth/sharpness in your model will have to come from your texture, because if you dont smooth all the edges your model will have weird dirty shadow glitches and not really look nice.

    also when i made that go-kart a while back i found out that when you make a shader that has transpancy in 3ds max (probably also maya) the converter remembers the info. So you can actaully make fur and stuff like they do at blizzard pretty easy. so the fur details sticking out around the cheek can just be 1 flat plane.

    anyways hoop this helps
    goshu out

    DA: http:thedarkhell.deviantart.com

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