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P starcraft ii image
P starcraft ii image







p starcraft ii image p starcraft ii image p starcraft ii image

We're done talking crap, consider this an introduction to the modeling chapters :P and now we shall start having fun!Įxporting Unit Textures To edit the diffuse map (texture) we obviously need the image for it. Which is why when we look at one diffuse texture (the "paint") it will look like it has the parts of a unit. These maps have "UV Coordinates" Which are basically created in order to tell the model where each part of the texture goes. Each model has different layers of maps, it has a diffuse map (the "paint"), normal maps (used to add details to the geometry), emissive map, decal map, and many more. For example, a Command Center would look just plain white (or actually a purple-ish shade) if it had no texture, you can look at how Starcraft II would look without textures in the screenshot on the left. The model is just the geometry and the material contains the texture data or "paint". Starcraft II's engine, unlike Starcraft I, is 3D, which means it uses 3D models for units instead of 2D sprites, these models are composed by a material and the model itself (There's far more elements but we'll stay at only two of them). In this chapter we're going to be making what I call "Terran Zealots" If you've done the previous chapters without any difficulty this one shouldn't be hard, in fact, this one should be easier, this is just to continue working on the different types of textures you'll ever edit.įirst things first, let's explain a bit on what we're going to do (This is where you skip this paragraph because we're about to talk about random junk). This will be one of the last image editing tutorials we'll make! yay!









P starcraft ii image