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Messages - Met@

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31
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 14, 2015, 06:30:19 am »
I'm trying to find how to combine mount positions (legs from the bike and arms from "usual" mounts)


32
General / Re: Color name poll
« on: August 21, 2015, 02:41:56 pm »
The colors served me a bit like a landmark, now when I look at the index page with all same color, I feel a little bit lost.
And for the new members, there’s a legend under this forum, like all forums who  have colors for names. :)

33
Good work Ginufe, I like it :D

34
Tutorials / Re: [TUTORIAL] Import M3 Heroes of the Storm to Blender
« on: August 16, 2015, 01:33:59 am »
Quote from: "xJKz"
Thanks, I've downloaded 3DS Max and, I got the obj file.
And, now. A question, the weight paint. How can I do something good ? I've never used the weight paint...

Nice tut by the way.

So, can you do or can you link me a tutorial please ?
Thanks you...
Quote from: "xeriae"
Wait hold on.... How about animation rigging. I assume you have to do the old way with mdlvis?


I personally use this tutorial => http://modcraft.io/viewtopic.php?f=20&t=9087

I've never did or used weight paint before, so I try some things, I think you can find some good tutorials on youtube.

And for the size and proportion of the models, I don't really know, because I don't finished the transfert.

But it seems the models are good, like phantomx said.

35
Modelling and Animation / Re: M3 Heroes of the Storm to Blender
« on: August 08, 2015, 03:20:44 am »
If you want specific models, I can extract some of them for you.

36
Modelling and Animation / Re: M3 Heroes of the Storm to Blender
« on: August 07, 2015, 01:46:11 pm »
@xJKz : for your conversion, you have to pass by a 3D software, you can't convert it directly in mdx or obj.

Quote from: "Someone on thiveworkshop.com"
A conversion is not directly possible as both .m3 and .mdx have different specifications. Some data will be missing or lost during the conversion.

You can look at my guide who shows how I do to import M3 => http://modcraft.io/viewtopic.php?f=20&t=9466&view=unread#unread

37
Tutorials / [TUTORIAL] Import M3 Heroes of the Storm to Blender
« on: August 07, 2015, 07:55:16 am »
Hi guys, someone asked how to import models from HotS to blender, but this 3D software doesn't have a lot of plugins to do it. I'll share with you my researches and how I personally do it for me.

Tools


  • CascView
  • Blender
  • Addons for Blender (links in the section dedicated to this program)
  • Heroes of the Storm game folder
  • 3DSmax 2012 and up (for the second technique)(if you take a lower version, you'll need an older plugin)
  • This addon for 3DSmax

Extract models from the game


    First, you need to have the game installed.
    Open the Casc Viewer, click on
Game Storage, and select your game folder.


Now, explore the folders and choose the model that you want. In my case I'll take Uther.


Now, right-click (or F5) on it to extract the model.


Choose your folder and save it.

[/list]

Direct to Blender


I've searched on the web after some plugins for Blender, but have not managed to make them work. Some are too old, others not compatibles, etc...

    The new M3 file format from HotS is a little bit different of M3 files from StarCraft, so SC modders are using a converter to make the models compatible with their tools..
  • Heroes M3 To Sc2 M3 Converter

    Here's some M3 blender plugins, maybe you'll have more chance than me to make them work :
  • This one is 5 years old, so I think it can possibly work with older versions of Blender.
  • This second seems more complete and more up to date.
  • This last is normally compatible with the 2.71 version.

Sadly, no one was working for me (and I don't have time to test all blender versions with all plugins), so I've chosen the second solution.

To Blender with 3DSmax


    3DSmax part


    I don't really like this program for now, I have not taken the time to understand all the tools, but I can use it for simple things.

    So first, open 3DSmax. Click on the MAXScript pannel and choose Run Script.


    In the new window, you'll see the scripts that you can run. You can just drag and drop the M3 addon in this folder, or add it manually in your program folder (in my case " C:Program FilesAutodesk3ds Max 2013scripts " ). And open it.


    Go to the right side of your screen, in the tools section. Switch to Utilities and click on MAXScript.


    Scroll down to see the new pannel called TM's M3 Import (v2.1) and choose Select file.


    Choose your file and open it.


    Once your file is selected, check what you want to keep in the model (bones, animations, etc...) and import it.


    Now you have your model.


    You can export it in *.obj file, click on the Autodesk logo and choose export.


    Choose a name and the file format to open in Blender later.



    Blender part


    Now launch Blender, go to import option and open your file. And here it is ! In my case, I have a blue pill (hitbox). Your *.obj will be like a *.fbx, it will keep all the informations like materials, bones, and animations. Just keep and remove what you want.


    And voilà.


    After that you can work on the modell as you wish. Let's paint Uther with abdalrahman9's technique. (all the red is the material color, not the weight paint)


    And I rework the face to fit well with the human model.

    [/list]

    I hope it was helpful, and good luck.

    38
    Modelling and Animation / Re: M3 Heroes of the Storm to Blender
    « on: August 06, 2015, 07:30:30 pm »
    I've searched a lot too for that, but nothing for Blender, only 3DS max. So I opened the model in 3DSmax, exported it in obj format, and imported it in blender.

    I think I'll write a little guide to explain the process here.

    39
    Random / Re: Next Expansion
    « on: August 06, 2015, 07:25:55 pm »
    Someone was working on the demon hunter class here, now Blizz did it :D

    40
    Modelling and Animation / Re: Help with custom .wmo
    « on: August 02, 2015, 05:23:26 pm »
    Check your .mtl file to see if you set the right texture paths, and your MPQ patch if you've placed the .blp files in the good folders.


    41
    Modelling and Animation / Re: Help with custom .wmo
    « on: August 02, 2015, 03:23:21 am »
    Try to export with " Objects as OBJ Objects " and not " Groups "



    You can look at my Custom WMO's Survival Kit for more informations if you have other problems ;)

    42
    I think I don't use the right method to replace and resize the face with the teeth and mouth. There's probably a better way to do it properly.

    43
    In my case, the UV of the hairs are already good when I convert the model in m2i, I just have to do the skin and the tabard.

    44
    Hi guys, today I'll show you something to get faster when you are working on the UV map of the HD models. As inicio has did with his script in photoshop, I'll give you a tip to save time in blender.

    With the help of the MultiEdit addon. I didn't checked if there's a release for Blender versions under 2.7, but you can see the topic of this addon on this forum.

    Tools


    - Blender 2.73
    - MultiEdit 2 (I use the version 2, but there's already a version 5)

    Process



    It's really simple, this addon allows you to edit multiple meshes in the same time without merge them. You just have to select the meshes, enter in the multi-edition, modify what you want, and exit the multi-edition.

    Here's the process in video.

    [media:nftzscsn]https://youtu.be/7ngefXYlmnc[/media:nftzscsn]

    Good job all.

    45
    Resources and Tools / Re: [TOOL] MDLVIS 1.41 (Eng)
    « on: June 26, 2015, 09:51:56 am »
    Quote from: "inico"
    It's nothing special. Just a program who opens lich king beta models  [...]
    People think it's something magical, but no.

    It's also the only program who can make custom animations for m2, so it's magical for us I think.

    Thanks for sharing btw.

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