Stanisgrox

Stanisgrox 

3D Artist and Software Developer

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Import HotS to Blender

The simplest way to use HotS assets inside of Blender (and other 3D software in general.)
Chapter One: tooling
We'll need CASC View from here: https://www.hiveworkshop.com/threads/ladiks-casc-viewer.331540/ .
And Blender Addon:  https://github.com/SC2Mapster/m3addon/archive/master.zip
First we need to install addon using standard Blender addon installer: just point to ZIP file without unpacking.
Using this Addon one more submenu will appear in Import/Export menu. 
Chapter Two: Extraction
That will be simple: open up CASC View and point to HotS root folder or Game Storage if HotS appears there. Then head to "mods/heroes.stormmod/base.stormassets/Assets".
That's basic route for all assets and for heroes there's a trick that doesn't required when extracting models from WC3R: all models in separate folders but textures aren't.
For example we're extracting Anduin base model so we need several files: 
Basemesh will be found at "units/Heroes/Storm_Hero_Anduin_Base" and animations (if needed) at "_RequiredAnims" folder.
But all textures needed at "Assets/Textures" so you need to scroll all way to
"storm_hero_base_diff.dds", "storm_hero_anduin_base_spec.dds" and "storm_hero_anduin_norm.dds". Take note that if you need other variation you need variants (_varN) textures of DIFF and EMIS. Spec and Normals are shared.
Chapter Three: Importing.
Take note: at time of writing (7 jan 2024) Blender 4.0 isn't fully supported by this addon, I'm using 3.3 for format conversion (saving .blend file and then opening it in 4.0). This issue might be fixed later but it all depends on SC2 modder community.
If you need still model just import .m3 as is and place texture paths in default material.
Take a note that SC2/HotS normal maps are tricky and there's special conversion needed. New version of addon does this automatically but you need to check it yourself. Final node setup should look like that:
That long node sequence is normal conversion conveyor. You may need to unplug Specular map or do some RGB separation tricks to make metals to work properly but there's no general rule of thumb.
But if you need to have animations you may need 2nd import. Choose same submenu for .m3a import and choose your Armature inside import window like that:
This will bind addon animation choosing system to your Blender armature.
And there's two important submenus: top one turns off all unnecessary hitboxes and other game info and second one switches animations. Take note that animation choosing will reset all timeline for rig so if you need to do custom animation you have to make new layer inside of this addon (+ on right of list).
That's it!
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