Modcraft - The community dedicated to quality WoW modding!

Content creation => Modelling and Animation => Topic started by: Murloc992 on November 17, 2011, 07:17:59 pm

Title: [QUESTION] Beginning modelling journey
Post by: Murloc992 on November 17, 2011, 07:17:59 pm
Hello again, my first post in modelling section, by far.

So I am trying to make Murlocs a playable race (unexpected.(don't look at my nickname :P)).

First I've tried to edit models in blender which I am pretty familiar with, added a few "head spikes" on the head (maybe a hairstyle idea :P). Here's how it looks:
(http://img528.imageshack.us/img528/1381/wowscrnshot111711200828.jpg) (http://imageshack.us/photo/my-images/528/wowscrnshot111711200828.jpg/)
(clicky)

And now I wonder, how could I add armor textures? I was reading about geosets but after opening human male geoset my eyes were like  :shock: . What exactly do I need to make for example plain texture leggings and chestpieces showing correctly? And which geosets should I copy/scale/adapt over? Also have tried using PyME but the controls killed it for me. :D

And another question is is there a possibility to adapt some animations from other animsets to murlocs? Like sheath/unsheath, dance n stuff?

I don't need everything answered, if you got specific suggestions, please say some. Back in my early noggit days this stuff wasn't around and now I am really keen on learning how to do it. :)

Thanks in advance!
Title: Re: [QUESTION] Beginning modelling journey
Post by: Murloc992 on November 17, 2011, 09:38:30 pm
Update:
Have been trying to use a tool called CopyGeosets. I think that my random selection 0-61 was wrong. :D
Back to trying to understand what is happening in blender.  :|
(http://img440.imageshack.us/img440/2013/wowscrnshot111711223618.jpg) (http://imageshack.us/photo/my-images/440/wowscrnshot111711223618.jpg/)
(clicky)
Title: Re: [QUESTION] Beginning modelling journey
Post by: Jack on November 17, 2011, 11:45:16 pm
I'm not familiar with the Murloc Texture Layout but it has to 100% match the layout for humans, orc, draenei etc.
If it does, you're "just a few" DBC changes away from making all that texture-only armor visible. And if you want stuff such as sleeves and belts to show you'll have to copy the geosets and arrange them according to you model. Best thing would be to make new ones since you can't just take the beltXY geoset from a human char and slam it on the murloc. It's a model with vertices and shit, and it's probably now going to "fit" the murloc model.
And If the layout doesn't match you're fucked....unless you create a new model and unwrap/texture it according to that layout, murloc won't ever be able to wear armor with texture components only.

As for the armor using model components in either cases you just have to add the right attachment points...afaik
Title: Re: [QUESTION] Beginning modelling journey
Post by: Murloc992 on November 18, 2011, 06:34:36 am
Thanks for this big post, really an interesting read and guides me further. :) So as you say I should aim for murloc UV wrapping? Or is it possible to add another texture layer or a body-wrapped(kinda cloned section) alpha-able geoset to stand for the default layout for humans/draeneis etc? I saw something similar in PyME, so I gotta ask. :)

EDIT: And btw, about just throwing geosets from one model to another. I would scale them and position them accordingly so it's not  as bad as my second screenshot, that was just a silly test. :P