如何在星际争霸2中创建无缝的地形模型

达芬奇密码2018-07-30 13:31

How to make a seamless terrain model in Starcraft II


Hi everyone, frog here. This tutorial is requested from CybrosX. 

Let's have a quick view of the final result first.


As you see, the texture remains the same while we scaling, moving or rotating the model, which could be very convenient when you need a seamless lava on your map.

Let's back to the beginning, first we need to create a plane in 3dsmax.


Second, we need to add textures and materials for this model, the textures for this tutorial are list here.

lavasilverbase.dds

lavasilvertoprock.dds

lavasilvertoprock_nrm.dds

lavatoprock.dds

lavatoprocknormal.dds

(The textures can be found in SC2 official texture asset mod, all textures are seamless.)

Add a SC2 Composite material in Material Editor.

We need composite material here because we need to split the effects for emissive and solid parts.

Solid part:

The textures set for each slot:


Adjust the alpha test threshold (0~255) according to how many rocks you want to contain in the final effect.

Set a parallax height (0~25) to create the a parallax effect for your rocks, the height map was store in the alpha channel of lavasilvertoprock.dds


In SC2 bitmap slot, set all UV-mapping for textures as "Planar World Z", this will keep the texture status (on Z direction) for all situation.

Glow part:

The textures set for each slot:

 Use "add" blend mode so that the glow and solid part can blend together while the solid can keep it's specular and diffuse effects and the glow part can emissive among the parts that been truncated by alpha test threshold.

(I have added another glow material for more details, but not a constraint to the final result.)

Thanks for watching, 

Best wishes from China.

本文来自网易实践者社区,经作者李阳授权发布。