Are you a 3D artist? Are you looking for some inspiration? Do you just want to collaborate or know who your fellow ModDB artists are? Doesn't matter what application you use or how you do it... if you're a modeller, animator, skinner or looking at getting started with 3D, then this is the group for you!
Are you a talented 3D artist interested in creating completely new models, particles, animations, and more in theStarCraft II universe? If so, you'll want to dive into our StarCraft II Art Tools open beta. This package includes plugins for 3ds Max, a large number of StarCraft II source art files, and complete documentation and tutorials to get you started.
These aren't just some tools that we've whipped up. These are the exact same tools that our very own development team used to create Heart of the Swarm. The full capability of the StarCraft II engine is at your disposal -- to do with as you see fit. We wanted to give you the same power wielded by our own team, so that there's no limit to your creations. Here are a couple examples of some of the work that our community produced during StarCraft II Art Tools closed beta.
If creating new models, textures, particle effects, animations, or any other 3D art asset for the StarCraft II engine sounds appealing, then make sure you meet the system requirements, and click below to start downloading theStarCraft II Art Tools.
Since this is a beta, we want to hear about any bugs you may come across as well as your feedback on how we can improve the tools. Please visit our feedback thread and let us know what you think.
System Requirements and Installation InstructionsThe following software must be fully installed and updated prior to beginning the Art Tools installation:
After downloading and unzipping the install package, please run setup.exe
Important Note: If you had previously installed StarCraft II Art Tools during the Heart of the Swarm Beta, your tools could still be pointed to the Heart of the Swarm Beta executable. After installation, please be sure to reset theSC2ArtTools build path to your retail build folder via SC2ArtTools > Export > Set BuildPath in 3ds Max 2011.Also, if you have made any modifications to example files, you should back them up before installing a new version. StarCraft II Art Tools Installers replace all example files and may overwrite your changes.If you used default paths during installation, these files would have been installed to one of the following folders:
If you have made any changes to files in these folders, please copy them out to another folder before beginning the installation.
Click here to read the full patch notes.
Greetings fellow modders!
As I (Mapster) have come to realise that most people that track mods like to know a bit of knowledge about the creator that is working on their eye candy, and that I would put a little update on here about myself for people to read about and learn more about my past.
Ever since the game load-runner has been out (many many years ago), I have been interested in creating things for people to play with puzzles, tests, levels and new things for people to play. This of course was a very old school 2D game and was very fun at the time. Which of course was when Duke Nukem 3D came out with its build editor of which my whole family joined in on at the time building new levels of streets, piles of enemy's to kill, placing buttons everywhere that opened trap doors and moving platforms.
Duke Nukem 3D soon became an even more popular as builds were released of which were able to hold 3D models. This drove the franchise crazy causing everyone that knew how to model or even wanted to mode, to start re-creating models of the original 2D images. Now i'm no expert modeller but I was able to create a simple fire alarm model with a half decent skin that still to this day is amongst the 'High Resolution Pack' that is up for download.
Soon after that, starcraft came out with its editor full of triggers and editable unit preferences to make a more different game to play. Which also gave the game more different game modes such as Galaxy Defenders that came with the game.
Although the picture above is from a map not consisting of any triggers, but the map was designed as a quick tactical map of which each player has to think of the quickest way to eliminate their opponent on the other side of their island.
Not long after Star craft was a big hit, Warcraft 3 brought out its updated engine with a very easy to learn and advanced triggering system that allowed a whole new side of editing of the gaming side of almost everything you can imagine.
This would probably be the first time I got interested in coding and the real side of game manipulation as with the wc3 editor you were able to make any game mode you like providing you had the correct information for it.
As far as games came along with move high advance graphics with Half-Life 1 and Unreal. These games brought out more of an original feeling to how games feel with multiple shades of lighting, highly spread out story lines, and new enemys for opponents to kill with blood and gore. This was what got me deeply stuck into mapping and over years of learning I soon came to study the world that I wanted to create with triggers, stairs, ladders, breakables and much much more.
Half-Life was the only first spawn of a very long calibration of episodes, extended story lines and game types where one of the most popular of its time was Counter-Strike as it was one of the first FPS game games that required strategy with people from all over the world. When the map editor came out for the half-life engine, custom maps became VERY popular even with their simplicity and soon the servers were flooded with them much like the map above.
Half-Life 2 was released much before its episodes which was where I soon got into coding c++ on a miniture scale learning how to control the program with simple if/then/else structures into a game known as "Text Doom" that got many positive responses even though its simplicity structure of being a simple story reading game then following 2 actions.
This got me highly interested in coding and soon lead me towards working on some private servers for games where I learned some basic java scripting where I made some fairly large scripts and good techniques that I was able to apply into c++ .
As at this time i was apart of a small Natural Selection group that soon stretched to Half-life 2: Zombie Master as well, I started the group known as 'Wireframe'. This group grew to love a map I designed for Natural Selection using the plugin Marines Vs Marines called Floorbound.
As a year or two past, Wireframes loyal members stayed together and played games non-stop which soon spread to Zombie Master where a public server was started up in honer of the members to upload their own creations for map testing and to enjoy the Australia pacific gaming.
Wireframe also started up its own website and forum that slowly built up over time where we also started the mod that is now known as 'The Development Project' that grew with many many ideas that we all learned from each other when it came to Level Design. It was all too good as the domain for website was closed and I was unable to start it back up as the ownership of the domain belonged to someone else and that person was unable to be contacted for months causing the team to split.
Even though the team of Wireframe was no longer together, the project TDP was still under construction as my own learning experience to get me learning more and more aspects of the game developed over time. Which was where I learned other areas of the Game Development side from the other members off moddb that I were able to team up with such as the 'The Mortewood Plaza' developer Dec1234, the '1187' developer Joure, and Ferret that was a coder from 'Modular Combat' that both taught me things that today I would not know if it weren't for joining with them.
While this group from 3 different mods all joined together and began associating with each other, I soon began to build up coding ideas for Hammer that would make a much more interactive mapping system for level designers that soon became an open source mod called 'Hammer Deluxe' that of its time got very popular until progress stopped due to most of the coding needing re-writing.
Although when I started getting into games, I spent well and truly 90% of my time focusing on Level Design. This was originally what I highly enjoyed at the time but didn't suit my interested 100% as in order to create interesting and original worlds you need to have a very good eye for detail and exploration; this required me to work on models to make environments more unique and interactive.
Taking you back years and years ago, I managed to create a couple models using the old school yet still used program Milk Shape 3D where I tried modelling the Hound Eye from the original Half-Life. Sadly i no longer have access to a picture of my very first 3D model, I put up a picture of my latest creation for The Development project(TDP), nothing but a simple barrel with simple skin, but after learning how difficult it is to learn modelling, skinning, exporting AND coding it into Half-Life 2, I now have a greater appreciation for modellers work.
This of course still wasnt enough for me to keep chugging through TDP, so I took to concept art as well trying to just see what i could create using a simple pen, paper, eraser and of course photoshop. The sketch above was done in less than 30 minutes after a very long day at work.
Although many facts have been left out and the future is still in the making, soon this will all come to use and I cant help but thank all those that helped me get this far and that I will still and always be a modder.
Hello all, and thanks for checking out our latest development update! We've made some really good progress in the past few weeks, we have some brand new members join the team, and have started on some prototyping. Very exciting times, but first, have a look at some tasty art and music.
Sioux Sculpt & Theme
New Team Members:
Name: Ibrahim Wahab
Role: Environment Artist
Thanks for stopping by to take a look, and remember, we are looking for talented animators and UI Artists. Tell your mates! See our recruitment thread here.
Over and Out.
- Rowan Moss
Lead Artist & Co-Director at Mosswood Games
Greetings TDP Fans!
Lately I have come to a conclusion that when it comes to creating a new type of world, there needs to be new things in it that people haven't seen before to make things more exciting. One of these things are NPC's, because of course everyone loves to see a new enemy in a game that they have loved for so long.
For weeks I have spent my spare time on the train, on my breaks at work, and as much time at home designing a robot that will be loved as much as the most simplest objects from games (Companion cube,Gnome...etc), finally I have been able to outline a sketch of mine onto the computer for display towards what the world could obtain in the way of NPC's which follows the below picture showing a low robot sketch
Although it may be a VERY simple robot model with emotions , the goal for this npc is to make it close to the robot that everyone fell in love with from the movie "wall-e" as well as have its own characteristics and personality that make it one of the most interesting characters to follow around.
Emotions that this robot will obtain will be ways to make it look like its learning, express anger, feel fear and much more. These have been drawn into concept designs on paper already but are waiting to be outlined on the computer with much much more to come!
I need to hire some more 3D Graphic artists and some UDK Level Designers.
(3) UDK Level Creators/ Artists
· Knows UDK Very Well
· Able to use Kismet
· Able to create HIGH DETAILED LEVELS
(4) 3D Graphic Artists
· Able to use Maya, 3DS Max, Mudbox, or Blender
· Able to create HIGH DETAIL!
· Must be able to create texture maps
· Able to Script Python
(1) Autodesk Beast
· Able to use Beast
· Must have Autodesk Beast
(1) Autodesk Scaleform
· Able to use Scaleform
· Must have Autodesk Scaleform
(1) Autodesk HumanIK
· Able to use HumanIK
· Must have Autodesk HumanIK
(1) Autodesk Kynapse
· Able to use Kynapse
· Must have Autodesk Kynapse
If you know someone who can do this ask them if they are interested and have them E-Mail me ASAP. We are also now under Last Touch Studios. Last Touch Studios is a Game Developing Company. We will still have the game published by EXM Games unless Microsoft or Ubisoft wants it. Please we need these people to help and to make this game the best!
Last Touch Studios
MY EMAIL IS: email@example.com