• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:22
CEST 05:22
KST 12:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun8[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists20[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
2026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid Maestros of the Game 2 announced
Tourneys
SEL Masters #6 - Solar vs Classic (SC: Evo) $5,000 WardiTV TLMC tournament - Presented by Monster Energy GSL Code S Season 1 (2026) FSL Season 10 Individual Championship WardiTV Spring Cup
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
BW General Discussion JaeDong's ASL S21 Ro16 Post-Review ASL21 General Discussion Leta's ASL S21 Ro.16 review [ASL21] Ro8 Preview Pt1: Inheritors
Tourneys
[ASL21] Ro8 Day 1 [BSL22] RO16 Group Stage - 02 - 10 May Korean KCM Race Survival 2026 Season 2 [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2443 users

look of zealot Starcraft 2 - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 Next All
Xapti
Profile Joined April 2010
Canada2473 Posts
June 25 2010 06:40 GMT
#41
There's a reason units are low detail (pow poly in particular).

Maybe in 5-10 years when people have better PCs people can make better models, but for now it seems like a bad idea to me.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 25 2010 06:44 GMT
#42
On June 25 2010 15:40 Xapti wrote:
There's a reason units are low detail (pow poly in particular).

Maybe in 5-10 years when people have better PCs people can make better models, but for now it seems like a bad idea to me.


the thing is that its not that much higher in poly count. I think its the texture that makes it look that good. But i'll definitely have to try it in-game to see how it runs, but so far ive put a bunch of them as doodads on a map and the game runs fine for me.
Kill the Deathball
sevia
Profile Joined May 2010
United States954 Posts
June 25 2010 06:44 GMT
#43
Even if you scrollwheel all the way in, you can still barely make out the features on the smaller units like rines, lings and zealots. The updated head looks awesome if you're looking at a blown-up model like that, but in-game, the one they have is sufficient.

Props on the modding work though. With higher-detail models like this, I could see mappers making entirely new games out of SC2 (in the genres of action or even FPS). Starcraft units are way too cool looking not to.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
June 25 2010 06:59 GMT
#44
looks like reach

+approve
ㅋㄲㅈㅁ
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
June 25 2010 07:03 GMT
#45
Modified looks so much better, great job
Hwaseung Oz fan for life. Swing out, always swing out.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
Last Edited: 2010-06-25 10:37:19
June 25 2010 09:53 GMT
#46
whoa, ignore this post, it glitched out on me.
Kill the Deathball
TheNomad
Profile Joined April 2010
United States134 Posts
June 25 2010 10:34 GMT
#47
Wow I really like it I wish this much detail was put into every unit, that is not at the cost of graphic lag!
im a roc
Profile Blog Joined April 2010
United States745 Posts
June 25 2010 12:24 GMT
#48
I think the reason that they didn't make it look more like your version is to keep polygon count down. Yours would probably cause a lot more lag in game, and Blizzard's rule has always been gameplay first.
Beware The Proxy Pool Rush
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 25 2010 12:29 GMT
#49
On June 25 2010 21:24 im a roc wrote:
I think the reason that they didn't make it look more like your version is to keep polygon count down. Yours would probably cause a lot more lag in game, and Blizzard's rule has always been gameplay first.


That is absolutely the reason they had it low poly, but my edited version really isn't that much heavier. Of course, nothing is proven until i bring it into the game as a unit and make a bunch of them and have a battle and see if it lags.

The guy developing the exporter said that he will post an updated version in 1 or 2 days which he says should fix my exporting problem. Then we will see how good it runs. If it lags then i will keep optimizing it.
Kill the Deathball
Klumaster
Profile Joined May 2010
United Kingdom36 Posts
June 25 2010 16:32 GMT
#50
You've also got to consider that if you're viewing it from way up the texture will probably be mipmapped right down to a grey smudge, which would then be a waste of texture memory (unless you're telling me that they've just got a high-res texture there already with no detail in it? Which would be silly but mistakes happen).
Also, subpixel-sized details could cause a lot of flicker if they start aliasing as the unit moves, so they might have just tried to create the impression of what you'd expect the character to look like from a distance, while keeping everything >1 pixel.
Still, all to be proven by a test in the engine!
The thief, Black Leaf, did not find the poison trap, and I declare her dead.
Palm
Profile Joined May 2010
Australia18 Posts
Last Edited: 2010-06-26 02:13:20
June 25 2010 20:40 GMT
#51
As Klumaster has mentioned, there is far more to consider when it comes to performance than just poly-count. As we push more and more into shader driven effects, the demand for texture centric resources grows ever higher.

The unit models in Starcraft 2 uses a multitude of textures amalgamated together outside the default rendering pipeline via .FX shaders. Diffuse, Normal, Emissive and Specular maps, just to name a few. In fact the default Zealot model uses ten textures in total, ranging from 64x128 to 512x512 resolutions, and that's just to get the look we see currently in game.

The Portrait model uses a further four 1024x1024 textures. Add in another eight textures for each and every texture already mentioned (Mipmapping) each a fourth of the total area of the previous (e.g. Base 1024x1024 image > 512x512 > 256x256 > 128x128 > 64x64 > 32x32 > 16x16 > 8x8 > 4x4 > 1x1) and you can start to see how things can get pretty resource heavy very quickly (both texture and "processing power"), especially in a strategy game like SC2 with multitudes of units, terrain and buildings being rendered at once.

All of that aside, would I like to see the new version in game? No all that fussed really. It would be difficult to fully appreciate the extra detail at the default camera distance. I'm quite happy with the current Zealot model, up close it may not look very "realistic" but I will take a stab and assume most players rarely stop to admire the view in the midst of a competitive game anyway.

Measuring a models suitability from just poly-count alone is like assessing a players skill in WoW via gear-score or from a SC players APM. It's only a small piece(some would say insignificant) of what really makes a player able to perform well, not the only piece.
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
June 25 2010 20:48 GMT
#52
I voted modified version. It just looks more beliavable and detailed.
yummy tomatoes
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 25 2010 20:54 GMT
#53
On June 26 2010 05:40 Palm wrote:
As Klumaster has mentioned, there is far more to consider when it comes to performance then just poly-count. As we push more and more into shader driven effects, the demand for texture centric resources grows ever higher.

The unit models in Starcraft 2 uses a multitude of textures amalgamated together outside the default rendering pipeline via .FX shaders. Diffuse, Normal, Emissive and Specular maps, just to name a few. In fact the default Zealot model uses ten textures in total, ranging from 64x128 to 512x512 resolutions, and that's just to get the look we see currently in game.

The Portrait model uses a further four 1024x1024 textures. Add in another eight textures for each and every texture already mentioned (Mipmapping) each a fourth of the total area of the previous (e.g. Base 1024x1024 image > 512x512 > 256x256 > 128x128 > 64x64 > 32x32 > 16x16 > 8x8 > 4x4 > 1x1) and you can start to see how things can get pretty resource heavy very quickly (both texture and "processing power"), especially in a strategy game like SC2 with multitudes of units, terrain and buildings being rendered at once.

All of that aside, would I like to see the new version in game? No all that fussed really. It would be difficult to fully appreciate the extra detail at the default camera distance. I'm quite happy with the current Zealot model, up close it may not look very "realistic" but I will take a stab and assume most players rarely stop to admire the view in the midst of a competitive game anyway.


I was recently able to get it in game as a unit. So I tested a battle and went smoothly. The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon.

My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help.
Kill the Deathball
3FFA
Profile Blog Joined February 2010
United States3931 Posts
June 25 2010 20:55 GMT
#54
On June 25 2010 15:59 Last Romantic wrote:
looks like reach

+approve

Awww you beat me to it!

+ approve a million times^^

Also, pm the guy that put that up on youtube and see if he can help you.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Palm
Profile Joined May 2010
Australia18 Posts
Last Edited: 2010-06-25 23:03:16
June 25 2010 21:13 GMT
#55
The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon.


Since the Zealot ponytail is treated differently to the rest of the model (physics applied to allow it to wave about based on the Zealots accelerated motion) the engine itself appends its own ponytail model to the Zealot. I think Blizzards Dev's refer to them as "Ribbons" (Ponytails, Corrupter tentacles etc). It's my guess that the engine just references a specific bone in the Zealots model and attaches the end of the "Ribbon" to it's position. I would assume you removed this bone when deleting parts of the standard unit to make way for the portrait head. So it should be an easy fix to just create a new bone in the position required, that shares the same name as the old bone before it was deleted. Try calling it "Star2Ribbon01" and see how that goes.

My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help.


I doubt anyone would notice any difference from just one model, I was more referring to the accumulative effect of adding fine details to every model and the performance problems you would have as a result. Just throwing it out there really.
Myv382
Profile Joined May 2010
China31 Posts
June 25 2010 21:18 GMT
#56
Modified looks amazing, but I doubt my computer would be able to handle it.

It lags already even when I turn all the video settings lowest.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
Last Edited: 2010-06-26 04:05:37
June 26 2010 04:01 GMT
#57
On June 26 2010 06:13 Palm wrote:
Show nested quote +
The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon.


Since the Zealot ponytail is treated differently to the rest of the model (physics applied to allow it to wave about based on the Zealots accelerated motion) the engine itself appends its own ponytail model to the Zealot. I think Blizzards Dev's refer to them as "Ribbons" (Ponytails, Corrupter tentacles etc). It's my guess that the engine just references a specific bone in the Zealots model and attaches the end of the "Ribbon" to it's position. I would assume you removed this bone when deleting parts of the standard unit to make way for the portrait head. So it should be an easy fix to just create a new bone in the position required, that shares the same name as the old bone before it was deleted. Try calling it "Star2Ribbon01" and see how that goes.

Show nested quote +
My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help.


I doubt anyone would notice any difference from just one model, I was more referring to the accumulative effect of adding fine details to every model and the performance problems you would have as a result. Just throwing it out there really.


nope, it didnt work for me

My guess is that its the dummies. I'm not sure what a dummy is but they look like green boxes surrounding some of the bones. The M3 exporter won't let me export anything but bones and a mesh, so i have to delete them in order to export. Its probably there that info gets lost. Hopefully with his new exporter version coming real soon this problem will be fixed.

Thank you though for the help

EDIT: nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version
Kill the Deathball
Palm
Profile Joined May 2010
Australia18 Posts
Last Edited: 2010-06-26 04:34:00
June 26 2010 04:29 GMT
#58
nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version


Yep, I just stumbled upon your conversation with Nintoxicated01 over on sc2mapster.com just now . I tested directly importing and exporting a model with no manipulation beforehand and found that there were still no particle or ribbon effects, so I was beginning to assumed it was an issue with the importer/exporter. Good to hear the script will be getting support soon.

Ichabod
Profile Joined May 2010
United States1659 Posts
June 26 2010 04:55 GMT
#59
Zerglingsaurs ftw
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 26 2010 06:03 GMT
#60
On June 26 2010 13:29 Palm wrote:
Show nested quote +
nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version


Yep, I just stumbled upon your conversation with Nintoxicated01 over on sc2mapster.com just now . I tested directly importing and exporting a model with no manipulation beforehand and found that there were still no particle or ribbon effects, so I was beginning to assumed it was an issue with the importer/exporter. Good to hear the script will be getting support soon.



yeah, im not quite sure whether the next release will support ribbons though, since he said in the "future"

Updated OP with in-game unit shots. Pretty much done except for the missing ponytail.
Kill the Deathball
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
StarCraft Evolution League #21
CranKy Ducklings119
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 178
Nina 105
StarCraft: Brood War
GuemChi 6045
910 56
Noble 5
Dota 2
NeuroSwarm434
monkeys_forever309
League of Legends
Doublelift3249
JimRising 655
Counter-Strike
taco 845
Other Games
summit1g8369
C9.Mang0613
WinterStarcraft337
Maynarde114
ViBE82
Organizations
Other Games
gamesdonequick1192
BasetradeTV98
Dota 2
PGL Dota 2 - Main Stream52
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo611
• Stunt289
Other Games
• Scarra1141
Upcoming Events
GSL
6h 8m
Cure vs TriGGeR
ByuN vs Bunny
KCM Race Survival
6h 38m
Big Gabe
8h 38m
Replay Cast
20h 38m
Replay Cast
1d 5h
Escore
1d 6h
OSC
1d 9h
Replay Cast
1d 20h
Replay Cast
2 days
RSL Revival
2 days
[ Show More ]
IPSL
2 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
2 days
Replay Cast
2 days
RSL Revival
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
IPSL
3 days
eOnzErG vs TBD
G5 vs Nesh
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Jaedong vs Light
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Snow vs Flash
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-28
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.