[Archive] [WIP][Showoff] Ursoc's Grin, custom-model shoulderpads
[Archive] [WIP][Showoff] Ursoc's Grin, custom-model shoulderpads
Quote:
Work in progress-shots can be found here: <LINK>
Also, it's not done yet and there's no guarantee there'll be a port to make it actually work in WoW at least by me.
---
Hi guys, been a long time since I've been around here saying anything. However I've been studying 3D-graphics, and finally I can actually create my own models. So for a start on a boring evening I decided to continue the work on my old blueprint I created ages ago when I hoped someone else would want to create a model for me.
I've always wanted a pair of real-looking feral shoulders over the years so I figured it was about time to make some of my own
//Andrige
Archived author: Andrige • Posted: 2025-11-04T11:44:01.313119
Original source
Quote:
Work in progress-shots can be found here: <LINK>
Also, it's not done yet and there's no guarantee there'll be a port to make it actually work in WoW at least by me.
---
Hi guys, been a long time since I've been around here saying anything. However I've been studying 3D-graphics, and finally I can actually create my own models. So for a start on a boring evening I decided to continue the work on my old blueprint I created ages ago when I hoped someone else would want to create a model for me.
I've always wanted a pair of real-looking feral shoulders over the years so I figured it was about time to make some of my own
//Andrige
Quote: win!
!!!!
Archived author: jeremy7271 • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: win!
!!!!
Quote: I really like itdid you also have a look into UV Unwrapping and Texture Painting already, and what program is it you're using?
Keep going, great stuff you got there!
Archived author: Mictlantecuhtli • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: I really like itdid you also have a look into UV Unwrapping and Texture Painting already, and what program is it you're using?
Keep going, great stuff you got there!
Quote:Very cool, keep at it!
I figure an asymmetrical pair of shoulderpads might look cool as well, like a D2 druid. But that would mean twice as much work, heh.
Archived author: Grymskvll • Posted: 2025-11-04T11:44:01.313119
Original source
Quote:Very cool, keep at it!
I figure an asymmetrical pair of shoulderpads might look cool as well, like a D2 druid. But that would mean twice as much work, heh.
Quote:That's looking very good! Keep up the awesome work Andrige
Archived author: Reflection • Posted: 2025-11-04T11:44:01.313119
Original source
Quote:That's looking very good! Keep up the awesome work Andrige
Quote: Ouh fack! It's freacking awesome!
Archived author: Aldaeld • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: Ouh fack! It's freacking awesome!
Quote: Originally Posted by Grymskvll
Very cool, keep at it!
I figure an asymmetrical pair of shoulderpads might look cool as well, like a D2 druid. But that would mean twice as much work, heh.
Yeah I was planning on doing it assymmetrical, maybe just a simple thing like using the old Stormrage model for the other side if I can give it a higher resolution texture that is. But hopefully I'll make my own, we'll see.
Originally Posted by Mictlantecuhtli
I really like itdid you also have a look into UV Unwrapping and Texture Painting already, and what program is it you're using?
Keep going, great stuff you got there!
I'm working with Maya 2010 and have already UV Unwrapped stuff and textured things. UV-mapping is certainly a pain though... but I have found a program that unwraps automatically actually called UVLayout Pro 2.0 that I still haven't tested out.
But from what I saw from a friend using it, it looks helluvalot easier.
Besides Maya it's as always, Photoshop CS3. (CS4 lags when I draw on it, don't ask me how they managed to do that)
Originally Posted by Reflection
That's looking very good! Keep up the awesome work Andrige
Thanks ^^
I hope I can actually get it inside the game though... I know how bastardly importing for a game can be. (see: Importing models for Source-engine for a real ****ing designflaw)
Also if anyone else have imported shoulders, I'm still in the dark on what software (I can guess it's .dbc-editing and compiling a .mpq-file as always for the placement) and how I can add stuff like particle-effects and sprites. I was hoping to add a pendant hanging out of its mouth, or something similiar. Or at least something that will always hang downwards at least.
Archived author: Andrige • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: Originally Posted by Grymskvll
Very cool, keep at it!
I figure an asymmetrical pair of shoulderpads might look cool as well, like a D2 druid. But that would mean twice as much work, heh.
Yeah I was planning on doing it assymmetrical, maybe just a simple thing like using the old Stormrage model for the other side if I can give it a higher resolution texture that is. But hopefully I'll make my own, we'll see.
Originally Posted by Mictlantecuhtli
I really like itdid you also have a look into UV Unwrapping and Texture Painting already, and what program is it you're using?
Keep going, great stuff you got there!
I'm working with Maya 2010 and have already UV Unwrapped stuff and textured things. UV-mapping is certainly a pain though... but I have found a program that unwraps automatically actually called UVLayout Pro 2.0 that I still haven't tested out.
But from what I saw from a friend using it, it looks helluvalot easier.
Besides Maya it's as always, Photoshop CS3. (CS4 lags when I draw on it, don't ask me how they managed to do that)
Originally Posted by Reflection
That's looking very good! Keep up the awesome work Andrige
Thanks ^^
I hope I can actually get it inside the game though... I know how bastardly importing for a game can be. (see: Importing models for Source-engine for a real ****ing designflaw)
Also if anyone else have imported shoulders, I'm still in the dark on what software (I can guess it's .dbc-editing and compiling a .mpq-file as always for the placement) and how I can add stuff like particle-effects and sprites. I was hoping to add a pendant hanging out of its mouth, or something similiar. Or at least something that will always hang downwards at least.
Quote: Originally Posted by Andrige
I'm working with Maya 2010 and have already UV Unwrapped stuff and textured things. UV-mapping is certainly a pain though... but I have found a program that unwraps automatically actually called UVLayout Pro 2.0 that I still haven't tested out.
But from what I saw from a friend using it, it looks helluvalot easier.
Besides Maya it's as always, Photoshop CS3. (CS4 lags when I draw on it, don't ask me how they managed to do that)
Most of the time the automatic Unwrappers are pretty crappy, I got one for 150 US$ (Unwrella 2 Plugin for 3dsMax), they work best on either high poly models or organic models (characters, creatures) and even only then when you know how. Knowing the basics of Unwrapping like Relaxing, Stitching and basic layouts is a pretty good foundation and always comes in handy - even with those automatic unwrappers.
I use 3dsMax (8, 9 and 10, for various plugins/scripts only work with one of them), I guess it's just a matter of what you're used to.
Same thing about Photoshop 3/4 here, I use 3 as 4 seems to lag etc.
Originally Posted by Andrige
Also if anyone else have imported shoulders, I'm still in the dark on what software (I can guess it's .dbc-editing and compiling a .mpq-file as always for the placement) and how I can add stuff like particle-effects and sprites. I was hoping to add a pendant hanging out of its mouth, or something similiar. Or at least something that will always hang downwards at least.
I managed to get actually everything (Items, m2s, WMOs) custom ingame, except animated models, but I'm at it
Haven't tried Particle Emitters yet, but there are tools for it.
I'm not sure about how to do the Cloth thing (hanging down all the time), sorry 'bout that.
I guess you could give the EC team a hand, we definitly need some good modellers. You'll get all the tools you want and need and lots of modelling help etc...in case you're interested just tell me via PN.
Anyways: the tool you're looking for is called "3dsToM2.exe".
Just export your shoulders as .3DS, convert them, add a Texture (blp format) either via Taliis or the .exe.
Put them into a patch, also with a modified ItemDisplayInfo.DBC (add a new DisplayID using your model path in the client) and you've done all your client needs.
Now you just have to add a SQL line to your server using this DisplayID - with all the stats you want your shoulder pad to have.
Archived author: Mictlantecuhtli • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: Originally Posted by Andrige
I'm working with Maya 2010 and have already UV Unwrapped stuff and textured things. UV-mapping is certainly a pain though... but I have found a program that unwraps automatically actually called UVLayout Pro 2.0 that I still haven't tested out.
But from what I saw from a friend using it, it looks helluvalot easier.
Besides Maya it's as always, Photoshop CS3. (CS4 lags when I draw on it, don't ask me how they managed to do that)
Most of the time the automatic Unwrappers are pretty crappy, I got one for 150 US$ (Unwrella 2 Plugin for 3dsMax), they work best on either high poly models or organic models (characters, creatures) and even only then when you know how. Knowing the basics of Unwrapping like Relaxing, Stitching and basic layouts is a pretty good foundation and always comes in handy - even with those automatic unwrappers.
I use 3dsMax (8, 9 and 10, for various plugins/scripts only work with one of them), I guess it's just a matter of what you're used to.
Same thing about Photoshop 3/4 here, I use 3 as 4 seems to lag etc.
Originally Posted by Andrige
Also if anyone else have imported shoulders, I'm still in the dark on what software (I can guess it's .dbc-editing and compiling a .mpq-file as always for the placement) and how I can add stuff like particle-effects and sprites. I was hoping to add a pendant hanging out of its mouth, or something similiar. Or at least something that will always hang downwards at least.
I managed to get actually everything (Items, m2s, WMOs) custom ingame, except animated models, but I'm at it
Haven't tried Particle Emitters yet, but there are tools for it.
I'm not sure about how to do the Cloth thing (hanging down all the time), sorry 'bout that.
I guess you could give the EC team a hand, we definitly need some good modellers. You'll get all the tools you want and need and lots of modelling help etc...in case you're interested just tell me via PN.
Anyways: the tool you're looking for is called "3dsToM2.exe".
Just export your shoulders as .3DS, convert them, add a Texture (blp format) either via Taliis or the .exe.
Put them into a patch, also with a modified ItemDisplayInfo.DBC (add a new DisplayID using your model path in the client) and you've done all your client needs.
Now you just have to add a SQL line to your server using this DisplayID - with all the stats you want your shoulder pad to have.
Quote: Looks nice. But only after the imposition of textures
Archived author: Toshix • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: Looks nice. But only after the imposition of textures
Quote: Originally Posted by Mictlantecuhtli
Most of the time the automatic Unwrappers are pretty crappy, I got one for 150 US$ (Unwrella 2 Plugin for 3dsMax), they work best on either high poly models or organic models (characters, creatures) and even only then when you know how. Knowing the basics of Unwrapping like Relaxing, Stitching and basic layouts is a pretty good foundation and always comes in handy - even with those automatic unwrappers.
I use 3dsMax (8, 9 and 10, for various plugins/scripts only work with one of them), I guess it's just a matter of what you're used to.
Same thing about Photoshop 3/4 here, I use 3 as 4 seems to lag etc.
Ah, yeah I can figure. I'll give it a go regardless, couldn't hurt.
Originally Posted by Mictlantecuhtli
I managed to get actually everything (Items, m2s, WMOs) custom ingame, except animated models, but I'm at it
Haven't tried Particle Emitters yet, but there are tools for it.
I'm not sure about how to do the Cloth thing (hanging down all the time), sorry 'bout that.
I guess you already know of this, but you have tried out [Development]MDX to M2 Converter(supporting Animations) ye?
I'll get into that eventually I hope, right now my knowledge on 3D-modelling is too little to do animations (we only went as far as polygon-modelling, UV-maps and texturing).
Guess I'll scrap the cloth-thing, might be as well for my first WoW-model anyway.
Originally Posted by Mictlantecuhtli
I guess you could give the EC team a hand, we definitly need some good modellers. You'll get all the tools you want and need and lots of modelling help etc...in case you're interested just tell me via PN.
I'm not sure if I have the time for it, being a student that is in charge of seven people already making our own 2D-game and all. But could you perhaps PM me anyway on what EC is exactly? I may be busy but I still could use a decent outlet for any kind of 3D-modelling I may do, and working with a crew might be a good learning experience.
Originally Posted by Mictlantecuhtli
Anyways: the tool you're looking for is called "3dsToM2.exe".
Just export your shoulders as .3DS, convert them, add a Texture (blp format) either via Taliis or the .exe.
Put them into a patch, also with a modified ItemDisplayInfo.DBC (add a new DisplayID using your model path in the client) and you've done all your client needs.
Now you just have to add a SQL line to your server using this DisplayID - with all the stats you want your shoulder pad to have.
Alright, thanks for the steps. I might not be qualified to completely understand all that right now (I've only worked with retexturing before, only barely touching the more advanced stuff with .dbc-files basically) but it's good to have a process to look at
Originally Posted by Toshix
Looks nice. But only after the imposition of textures
Aaaaw, that hurt my feelings.
It'll come later, I just want to mess around some more with the model itself first!
Archived author: Andrige • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: Originally Posted by Mictlantecuhtli
Most of the time the automatic Unwrappers are pretty crappy, I got one for 150 US$ (Unwrella 2 Plugin for 3dsMax), they work best on either high poly models or organic models (characters, creatures) and even only then when you know how. Knowing the basics of Unwrapping like Relaxing, Stitching and basic layouts is a pretty good foundation and always comes in handy - even with those automatic unwrappers.
I use 3dsMax (8, 9 and 10, for various plugins/scripts only work with one of them), I guess it's just a matter of what you're used to.
Same thing about Photoshop 3/4 here, I use 3 as 4 seems to lag etc.
Ah, yeah I can figure. I'll give it a go regardless, couldn't hurt.
Originally Posted by Mictlantecuhtli
I managed to get actually everything (Items, m2s, WMOs) custom ingame, except animated models, but I'm at it
Haven't tried Particle Emitters yet, but there are tools for it.
I'm not sure about how to do the Cloth thing (hanging down all the time), sorry 'bout that.
I guess you already know of this, but you have tried out [Development]MDX to M2 Converter(supporting Animations) ye?
I'll get into that eventually I hope, right now my knowledge on 3D-modelling is too little to do animations (we only went as far as polygon-modelling, UV-maps and texturing).
Guess I'll scrap the cloth-thing, might be as well for my first WoW-model anyway.
Originally Posted by Mictlantecuhtli
I guess you could give the EC team a hand, we definitly need some good modellers. You'll get all the tools you want and need and lots of modelling help etc...in case you're interested just tell me via PN.
I'm not sure if I have the time for it, being a student that is in charge of seven people already making our own 2D-game and all. But could you perhaps PM me anyway on what EC is exactly? I may be busy but I still could use a decent outlet for any kind of 3D-modelling I may do, and working with a crew might be a good learning experience.
Originally Posted by Mictlantecuhtli
Anyways: the tool you're looking for is called "3dsToM2.exe".
Just export your shoulders as .3DS, convert them, add a Texture (blp format) either via Taliis or the .exe.
Put them into a patch, also with a modified ItemDisplayInfo.DBC (add a new DisplayID using your model path in the client) and you've done all your client needs.
Now you just have to add a SQL line to your server using this DisplayID - with all the stats you want your shoulder pad to have.
Alright, thanks for the steps. I might not be qualified to completely understand all that right now (I've only worked with retexturing before, only barely touching the more advanced stuff with .dbc-files basically) but it's good to have a process to look at
Originally Posted by Toshix
Looks nice. But only after the imposition of textures
Aaaaw, that hurt my feelings.
It'll come later, I just want to mess around some more with the model itself first!