| 10-04-2009, 03:10 AM | #1 |
I'm looking for a Starcraft-esque crystal/mineral to use instead of tree resources, so they have to have a series of animations related to a tree. Notes on animation:
Notes on the model:
The crystals can have between 1x to 5x the number of polygons the normal trees have, as I won't be using bajillions of them, like normal trees. I'm not in any particular rush for this model, but I'd like it before the end of the month. Thanks ahead! |
| 10-04-2009, 11:48 AM | #2 |
I find your description of the material confusing. Do you want Freezing Breath with less opacity, or something more like the Crystal Effect? |
| 10-04-2009, 10:35 PM | #3 |
Hm, now that you've shown me that that's quite a choice. I'm leaning towards something like the crystal effect with lots of blue (not as much green as that example shows). However, I would like the crystal effect in the tutorial you mentioned. A blue underlay with a paler blue overlay, so that the colour scheme is close to Starcraft minerals, mostly a slightly lighter version of either sapphire or blue vitriol. Sorry if that made it more confusing, overall it's just expanded form of "shiny, bright blue crystal". Thanks! |
| 10-04-2009, 10:51 PM | #4 |
In the thread where Rising dusk was asking a hidralisk model with burrow animation i put a link to a pack with starcraft models, there you can find 4 diferent models of the cristals. |
| 10-04-2009, 11:58 PM | #5 |
Perhaps my title is misguiding, but those are good crystals but not what I'm looking for. I'm looking for something VERY similar, but I want it to have the "glowy" effect in the tutorial that RDZ linked to, and I want it to be a slightly stronger blue, those crystals are a tad too grey. Attached, please remove if it's against the rules, is the crystal that Balnazar mentioned. They were created by Killst4r and Samuro and they're attached for basic reference. As another attempt to describe the elusive crystals I'm looking for; Celestea's crystals model are sort-of what I want, except they are completely transparent. I'm looking for something that's 90%ish solid with a mild transparent "glowy" to it. Something like the attached SC2 crystals, but with the "glowy style" over it by Celestea.
Hope that block of stuff helped, my description skills have been less than amazing lately. |
| 10-05-2009, 09:29 AM | #6 |
You're still being confusing. Yay or nay? |
| 10-05-2009, 10:44 AM | #7 |
Probably should have mentioned, but they diverge TOO much at the top. Not to say they shouldn't but pull them in a little bit. That aside, Id say you're 100% on track! Remember the animations in the first post, and what I just mentioned, and I think people other than me would have a use for these! However, I did make a minor change to the death animation. I hope that it doesn't bother you too much. |
| 10-05-2009, 10:51 AM | #8 |
I actually already have them falling outwards. Originally based on the destructible rock chunks, but I ended up doing them from scratch for ease (the chunks have a basically linear animation set anyway, I just stole their timing to make it look okay). Probably agree with them going outwards a bit much, I just wanted to mock something up to get an idea of where you were at from pieces of the Freezing Breath. Geometry is easy. Those chunks are 184 triangles, so if that's going overboard say so before I get back to working on them. |
| 10-05-2009, 11:54 AM | #9 |
How many is a normal tree? I'm not entirely sure, however as my limits specified 1 to 5 times the number is allowed - but I'll allow up to 10x if it will make the end result awesome, or even 20x if it will make it spectacularawesomeotastic. Do keep in mind these will be repeated models, used as trees (but in a smaller number, between half to a quarter as many as normal trees). I mean not to nag, but I do remind about the blighted variation - however I have a small change to it. The blighted variation should have black crystals with green edges, but a much more feint, darker green glow than the normal copy. |
| 10-05-2009, 04:40 PM | #10 |
Ashenvale tree 0 is 68 triangles, so we are going about three times over that, probably more if a variation demands a fifth spike. Do you want to leave behind crystal stumps like a tree would, or just stick with everything disappearing completely? Also, blight is done with replaceable textures, so I can't actually engineer as complete a change as you are envisioning. Can I make a seperate "blighted" set of models for you to use explicitly, or do I have to cook you up a recolour and somehow wire it into being the appropriate texture that Textures\Ice3b.blp would switch to (I'm assuming Textures\Ice3bBlight.blp, but who knows for sure)? |
| 10-05-2009, 08:59 PM | #11 |
Ah, a separate set of blighted models would be nice, if it won't bother you. I'll blight the crystals myself in game, probably more versatile that way, too. However, after death, crystals should leave nothing behind. |
| 10-06-2009, 10:02 AM | #12 |
How is this for the blighted version? EDIT: Too slow, that's what you're getting. Check your PMs. |
| 10-12-2009, 02:15 PM | #13 |
Can you post it here too? It looks interesting and I think I'd like to have some use of it. |
