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Fake cartoon shader on a ped/skin , need help


fishfinger
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fishfinger

Hello everyone and please excuse my english , i will try to be clear .

 

After having seen naruto's skin with black outlines for gta san i try to do the same thing with a normal skin .

I use 3D max with kam's script

I follow this tuto ( the last part ) http://www.bluesfear.com/tutorials/3Dcellshading.php

and here the result

 

user posted image

before/after

(the bunny skin is note mine , i found it the net )

 

As you can see , the black outlines works great but the principale skin is very dark

So , as i don't really understand gta materials and 3d in a general way i will show you what i've done

and i hope someone can give me a clue to correct this brightess problem :

 

-import the dff with kam's script with the "A" tick

user posted image

 

-selecte the skin without bones

-right click- - - clone- - - copy

user posted image

 

-in the modifiers list i add "push" and change the value to 0.01

user posted image

 

-in the modifiers list i add "normal" with "flip normals" select

user posted image

 

-i put the skin on top and i select normal- - -right click - - - collapse to

now , normal and push are merge with skin ( and not editable mesh )

user posted image

make sure the skin is associate to bones

user posted image

 

-i press "M" to open the materials window , i select a new material , click on the standard button to change it in a GTA matérial

user posted image

 

-i replace the grey color with black

user posted image

 

-i select the cube "show map in viewport" and the assign button

user posted image

 

-i select "editable mesh" and in "edit geometry" attach

user posted image

i click on the first skin to attach them together

user posted image

and i selected " material to material ID's"

user posted image

 

and finally "bones/skin export" in kam's script

user posted image

 

I think the problems come from the fact material merge together , i try different values for difuse and ambient but it didn't work .

Maybe i have to do a mutiple sub channel material ?

 

I really don't how it work so if someone happens to find the solution to this annoying problem of light it will be great .

maybe someone already did it but i can't find any tuto

 

Thank you in advance for givin clue or solution and sorry for not mentioned the creator of this skin , can't find it .

 

in game result

user posted image

Edited by fishfinger
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  • 2 weeks later...

I don't know if anyone is interest by this topic but i think i found a way to fix it .

 

The problems came from the fact i use a black color in the gta material and merge it with the previous skin ( color is more for adjust the bitmap/texture luminosity )

Now i make a gta material for the normal flip model with the color set to white (or grey ) and i load a texture (bitmap) of black ( or whatever color i want )

After attach the model together , i edit a multi/sub material with one with the original skin , and the other with the pervious black skin .

 

and its work great !! :

 

user posted image

 

Okay , okay ... this is horrible but I just make sure it is not a problem with the blackoutline method i used , they are actually good on this picture .

It's f*ck up because i'm an dumbass with poly and vertex and my first try of rigging a model is rather shameful .

So don't panic , this method will not mutilate your model .

(ps: as you can see on this picture , the outline of the head and hair are different and tiny because i apply my blackoutlines just on the body of the model , who wasnt pre-shade )

 

allez hop ! un petit coup pour la route :

 

user posted image

mercie_blink.gif omg , this is freaking ugly .

Now I am left to learn how to rig , modelling and deal with gta material properties ... suicidal.gif

But I had vowed never to try modeling and rigging ... i should have listen to me

 

 

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i think your problem is rigging because the fake cartoon shader is all over the place ,but your ped is beautiful, when are you going to post that? tell me if you are going to post your ped ,and i will try this in my ped. please wait and this is what i need thanks for posting this tutorial by the way

 

 

rigging tutorial

 

Edited by GinoPinoy
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Quick explanation of how it works :

A mesh ( skin ) is compose of 2side , you can see them if you are in front , not behind ( yeah , a side ) so if your mesh have got just one side on the outside , you can't seen it if your inside .

In this case i take a mesh with a skin outside , i can see it , and i add (copy) the same model but with skin inside and a little bit bigger with black skin .

When you look the model , you don't see the first balck mesh because it's flip , after you see the the normal mesh and then the the interior of the bigger mesh ( black in that case ) and it make it feel like a drawing outline .

So keep in mind that your mesh and dff will be double and in consequence , 2X much bigger .

( yeah , i know , it's really a confus explanation but i'm not familiar with all 3D stuff )

 

@GinoPinoy

 

No its not a rigging problems ( exept it was a quick test ) it's come from from the model i import .

I take it from 3D custom girl , a pixel shade hentai video game very helpful for creating manga models and edit hair , clothe , body ... ( and the total mods pack is about 44go ! )

I have to convert it in mmd file ( mikumikudance ) and after import it with an mmd import script for 3Dmax .

But the model after convertion is a big mess ( problem with conversion and japaness parametre ) with a lot of vertex double (without blackoutline ) , even three different vertex for on point . It's why when vetex are moving , instead of being link each other , they make holes and fissures .

For an exmple , this model got 11000 vertex , and after the black outlines method 22000 for a dff of 1,757 mo (strangly , the game hasn't crash ) .

So i've got to manually collapse all double vertex to reduce and make a single mesh and after do the same with all part and clothes . ( yeah , i don't wanna play with a naked teenager , it was just for test )

You can see it in the second picture with the arm and the reflexion of light on it . It's a mix of double and mesh uneed , so an other reflexion of light , and random mix of smoothing group for polygone (skin) , to make it smooth i have to eliminate all unused mesh and make them in the same smooth group .

So it will be f*cking long !!

 

And after that i want to rig it with custom bones (same bones but fit in the model ) but i can't find tuto/doc about it ( like you i think )

 

But before using this method of convertion , i will make some reseach for how to import it derectly in 3dmax ( after an directx convertion or something ) and see if it has the same vertex and mesh problem .

And it's hard with all 3DCG japaness tools and tutos .

 

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this is what i made out of your fake cartoon shader topic

thanks 4 posting this topic it's very useful and by the way when are you posting that ped model??

 

 

DICK FIGURES

user posted image

 

user posted image

 

 

i used different color outline red and blue on thier heads

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  • 2 weeks later...

Ha ha , they look very stupid .

I like the fact that one does not work without the other. They complement each other .

Good luck for change they bones position and the rigg , i'm on it and i still don't understand how its work .

 

Anyway , here some test with a white outline on a venom model , if it can give some idea for someone else :

 

user posted image

 

user posted image

 

user posted image

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fishfinger

Other test with lot of different shader und various light (norigging models)

 

user posted image

 

user posted image

 

 

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fishfinger

Ok , this time i really need help because i don't know if i can figure it out by myself .

 

I think it's a rigging parametre problem .

 

 

First , i import a model from gta and apply the same procedure like did before for the black outline .

( i duplicate my original mesh , apply push and invers normal , collapse them , and apply a black gta material )

 

I 've got two sepparate mesh with one call skin_mesh ( original dff ) and the second one call black_outline ( pushinvers )

user posted image

 

-First , I'm going to make some animation test on them before attach them together .

 

i select the black_outline and hide it :

user posted image

 

I select all bones and apply a fight_iddle.ifp animation on them and i'm going to focus on the left leg .

-result for the skin_mesh :

user posted image

 

-result for the black_outline (skin_mesh is hide ):

user posted image

 

-result for all visualize together :

user posted image

 

For the moment its not good but at least they fit each other .

 

 

Now , troubles are coming .

 

-I attach them together and apply the same anim :

 

result with black_outline select and attach to skin_mesh:

user posted image

 

result with skin_mesh select and attach to black_outline :

user posted image

other preview view to see that it does exactly the same but invers :

user posted image

 

Any idea why it did this ?

Or any idea how to fix it ?

 

I really need help , i try so many different thing and it's always the same result , i really don't know what can i do more .

 

thank in advance and sorry for my english

 

 

 

 

 

 

 

 

 

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  • 1 month later...

Hey, I've been trying to do the same thing you are for awhile. That is, converting the 3D custom girl model to a .dff, but everytime I try to import to 3ds, the script gives me a message that says "Aborted", and then the model won't load. Mind giving me some advice? It would really help out.

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Hey, I've been trying to do the same thing you are for awhile. That is, converting the 3D custom girl model to a .dff, but everytime I try to import to 3ds, the script gives me a message that says "Aborted", and then the model won't load. Mind giving me some advice? It would really help out.

Ha ha , I give up this idea because it was painfull and long but i can explain basicely how i did it .

 

In fact , I first convert the 3d custom girl hard save to pmd ( for miku miku dance ) and after import them to 3D max and then export to dff .

( there is mod tool to make it derectly but it nerver work for me )

 

Here the 2 tools you need ( you have to find yourself documentation on the net )

http://www.megaupload.com/?d=DX9Y2DNC

 

First , open TSO2PMD , and drag and drop on the blue part your 3DCG hard save model ( with green in the back ) and click on the tso to pmd button , it will create a folder in your 3dcg save location with the model and textures .

ps:You can preview your model with the left middle button and you can select wich part you want ( hair,mouth,shader,clothes) with the right middle button .

(I advice you to separate all part and use a default body model to work with and after use defirent clothes and textures )

 

In 3d max , you have to install ( or just place ) pmd_import in your maxscript folder , start 3Dmax and run the script .In the import option , just select "models" i think .

( note: if a error appear like "maxscript runtime/size error" you have to open your maxscript listener and type "heapsize" I think , it will show you the default max size and after inscrease it with "heapsize += ******" or "heapsize =+ ******" , I don't remember exactely .)

The model will be first a big mess of vertex (double ) and texture id's , I first work manually on each vertex and that's why i give up but with the "vertex weld" operation in 3dmax that i discovered recently , I think it will be much more quicker .

And then rigg it and export in dff (kam's script) as usual .

 

Anyway , i don't know which level of knowledge you've got on 3D models converting so , if your still motivate , i can give you other advice and help .

( in fact , I suck in the rigging part and it's one reason why i give up ( and models are very big too so I don't know if Gta.exe like it ))

 

sorry for my english

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Thanks for helping out, but the model still isn't loading proplerly. I tried increasing the heapsize and taking some parts of of the model, but it still won't load. The Maxscript Listener still gives me the same "Aborted" message as before. By the way, your english is fine. You write better than most people I've seen.

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  • 1 year later...
I don't know if anyone is interest by this topic but i think i found a way to fix it .

 

The problems came from the fact i use a black color in the gta material and merge it with the previous skin ( color is more for adjust the bitmap/texture luminosity )

Now i make a gta material for the normal flip model with the color set to white (or grey ) and i load a texture (bitmap) of black ( or whatever color i want )

After attach the model together , i edit a multi/sub material with one with the original skin , and the other with the pervious black skin .

 

and its work great !! :

 

user posted image

 

Okay , okay ... this is horrible but I just make sure it is not a problem with the blackoutline method i used , they are actually good on this picture .

It's f*ck up because i'm an dumbass with poly and vertex and my first try of rigging a model is rather shameful .

So don't panic , this method will not mutilate your model .

(ps: as you can see on this picture , the outline of the head and hair are different and tiny because i apply my blackoutlines just on the body of the model , who wasnt pre-shade )

 

allez hop ! un petit coup pour la route :

 

user posted image

mercie_blink.gif omg , this is freaking ugly .

Now I am left to learn how to rig , modelling and deal with gta material properties ... suicidal.gif

But I had vowed never to try modeling and rigging ... i should have listen to me

could u give me step by step info on how to add this toon effect on peds using 3ds max...i do not know anything about modding or modelling...i just want to make my peds look good....please give me step by step info on how to add this effect...

biggrin.gifbiggrin.gifbiggrin.gifbiggrin.gifbiggrin.gifbiggrin.gifbiggrin.gifbiggrin.gif

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