Texture size reduced to match the body size, so now it really shouldnt be too heavy at all. I think everyone who can run the game can use this zealot and wont notice any drawbacks in performance.
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ITS IN THE GAME NOW! but no pony tail yet.......
The detail isn't too noticeable while playing but you can definitely tell that it looks different. You see what looks like an organic head instead of a robocop helmet.
Ponytail coming soon(as soon as the M3 exporter supports it)
Anyways, so far it runs very well and no lag. Texture size has been reduced so it should run even better now, even though it already ran perfect. -------------------------
I found out that i COULD extract animations if i didn't do major changes to the animation or rigging. This means that the zealot still can't be made into a unit sadly
However i was able to do this little thing
Before:
After:
So to anyone who missed their zerglings looking like dinosaurs(cuz i wasn't really with the flat facedness) there ya go
Instructions: To use this ling use MPQeditor and open "patch.SC2Archive" which is located in Starcraft II Beta/Versions/Base15655/
Then navigate using the MPQeditor to Mods/Liberty.SC2Mod/Base.SC2Assets/Assets/Units/Zerg/Zergling/
rename the Zergling.m3 file to something like ZerglingO.m3 just to have it as backup
and drag in the downloaded Zergling.m3 in there. Now start up the map editor and see if it worked for you.
This ling should be able to be used in ladder games and stuff(i'm assuming) in replacement of the regular ling. Again, u wont notice unless u really zoom in, but then again, this thread is really only for those that care, if you don't care, then stay out. Imo this ling looks a bit more like the portrait because in the portrait the ling isn't so flat faced. -------------------------
So i'm not too pleased with the look of the zealot in SC2. It's fine while I'm playing i guess, but its when i zoom in that i just don't like the way it looks. I realized that it was especially the head that i didn't like too much. So since i was super bored i decided to try something out.
This is the zealot model
So what i did was i took the model of the SC2 zealot portrait and replaced the original zealot head with it and this is what it looks like.
I lowered the quality on the portrait head for obvious reason and got the vertices count to get close to the original zealot. If i tried i could probably get the poly count to be almost the same.
Anyways, there's a lot of different interpretations of what a zealot looks like. If you google it you'll find that the zealot look varies. However i like the zealot in the portrait more than the zealot that i see when i zoom in. I like the edited one a bit better because he seems more organic and less blocky robot. The dreads are a nice touch too.
Now as with most visual things, its very based on opinion, so which one do you guys think looks best?
I understand if you just like playing and don't really care what units look like when you zoom in, thats why i posted this in the general. So if you really don't care at all then don't vote.
I'm trying to keep lowering the head vertices without lowering the detail too much, but no matter how much i do it will still be at least slightly more demanding than the original head. Still though, i'd like to think that i could get it to the point where it would be ok to use it as your default zealot model in real games.
Sweet, looks a lot better. I think the lower poly count is due to performance, but try it out in the Map Editor and see what happens, would love to see the result.
On June 22 2010 23:31 sluggaslamoo wrote: Sweet, looks a lot better. I think the lower poly count is due to performance, but try it out in the Map Editor and see what happens, would love to see the result.
i WOULD try it, but i'm not sure how to go those extra steps. I get an error when trying to export SC2 stuff. But i will try to learn so i can see how it works out.
for those who didn't know this stuff was possible:
lol thanks but i didn't model it. I simply modified a few things such as resizing the shoulder and lowering the poly counts and filling some gaps and stuff.
Speaking as a 3d modeller myself: Of course it looks better if its taken from the portrait, even if you reduced the polycount. Without the polycounts to back it, it doesnt even make sense to make a topic like this. What is the poly count difference between the 2 heads?
And I am not sure about the purpose of this kind of thread. Try and make Blizzard re-make the model/uv/text/riggin? We could easily go model by model just pin pointing stuff that could be better, and better, and just continue doing that until the end of time. There are deadlines and needs for approvals in the industry people.
Jibba: wtf kind of comment is "are you female?"? What does this have to do with anything? Its the second time Ive heard that kinda shit, as implying females are the only ones with creative artistic input.
On June 22 2010 23:46 ZeroCartin wrote: Speaking as a 3d modeller myself: Of course it looks better if its taken from the portrait, even if you reduced the polycount. Without the polycounts to back it, it doesnt even make sense to make a topic like this. What is the poly count difference between the 2 heads?
And I am not sure about the purpose of this kind of thread. Try and make Blizzard re-make the model/uv/text/riggin? We could easily go model by model just pin pointing stuff that could be better, and better, and just continue doing that until the end of time. There are deadlines and needs for approvals in the industry people.
Jibba: wtf kind of comment is "are you female?"? What does this have to do with anything? Its the second time Ive heard that kinda shit, as implying females are the only ones with creative artistic input.
chill, he's mocking the other thread about german girl drawing zealot haha
On June 22 2010 23:46 ZeroCartin wrote: Speaking as a 3d modeller myself: Of course it looks better if its taken from the portrait, even if you reduced the polycount. Without the polycounts to back it, it doesnt even make sense to make a topic like this. What is the poly count difference between the 2 heads?
And I am not sure about the purpose of this kind of thread. Try and make Blizzard re-make the model/uv/text/riggin? We could easily go model by model just pin pointing stuff that could be better, and better, and just continue doing that until the end of time. There are deadlines and needs for approvals in the industry people.
Jibba: wtf kind of comment is "are you female?"? What does this have to do with anything? Its the second time Ive heard that kinda shit, as implying females are the only ones with creative artistic input.
well I'm in bed now so I can't check the count really but i checked before and it wasn't that big of a difference after lowering the count real quick. And I'm sure there's much more optimizing possible. I'll update with the counts when I wake up.
Well the purpose Isnt to get blizz to do anything really. As much as I'd like a zealot that looks a bit more organic to be standard, the furthest this is probably gonna go is becomming a custom model for ppl to download. I just wanted to know if other people felt similar when zooming into a zealot.
Very cool, but I definitely want to see what an ingame shot would look like (if that's possible. I don't know the first thing about how to make any of this work haha)
just wanted to throw this guy up as reference to what the concept art looks like and what they based the 3-D Zealot after
So obviously more detailed is better, but keep in mind that the above picture you showed is the bare bones model of the Zealot, therefore it went through a lot of modifications before it was even put in the game, and even more modifications after that.
That being said, your model looks good, and definitely improves on what you put above. You should do more models lie that of the other units.