_Rob_ Posted July 15, 2011 Share Posted July 15, 2011 Not quite getting what you mean, and who's bill? Link to comment Share on other sites More sharing options...
coin-god Posted July 15, 2011 Author Share Posted July 15, 2011 (edited) Not quite getting what you mean, and who's bill? Bill from L4D (the model im rigging in this tutorial) he has a short sleeved shirt (not so short, but still). And I cut his hands. http://imageshack.us/photo/my-images/97/68349731.png/ http://imageshack.us/photo/my-images/843/66603094.png/ Check the tutorial. Edited July 15, 2011 by goin-god Link to comment Share on other sites More sharing options...
_Rob_ Posted July 15, 2011 Share Posted July 15, 2011 Ah thanks I'm with you now first test, successful, Tommy's HD head done, will work on Shirt, Jeans and Shoes tomorrow probably P.S. Looks a little weird because whilst I am on my motherboards graphics, waiting for my new card to arrive, I can't run IV properly, so this is everything set to low Link to comment Share on other sites More sharing options...
H1Vltg3 Posted July 15, 2011 Share Posted July 15, 2011 I'm working on getting Iron Man in-game.. I got his helmet in, replaced Niko's ski mask with it. But now I can't get the torso to export following same steps as the head, it errors out and wants to send a report to the dev.. =====Scene check==========Scene check end===== ERROR::Can't create/send the error report! Details:-- Runtime error: dotNet runtime exception: Command not implemented. The server response was: 5.5.1 Unrecognized command. k16sm1706845icc.10 Maybe I can send you the rigged model and have you export it.. Only thing is that I need to redo all the textures, I'm just using placeholders cause I don't really know how to map textures yet. Link to comment Share on other sites More sharing options...
coin-god Posted July 15, 2011 Author Share Posted July 15, 2011 Looks like a problem with GIMS. Can't help you there. Link to comment Share on other sites More sharing options...
H1Vltg3 Posted July 15, 2011 Share Posted July 15, 2011 Looks like a problem with GIMS. Can't help you there. Well maybe I'm just stupid and doing it wrong.. I dunno, this sucks.. I have like a whole days work getting this to this point... Link to comment Share on other sites More sharing options...
ikt Posted July 15, 2011 Share Posted July 15, 2011 Owenwilson, that looks AWESOME. Any idea of releasing? Would look awesome combined with a Nanosuit script mod Link to comment Share on other sites More sharing options...
H1Vltg3 Posted July 16, 2011 Share Posted July 16, 2011 Ok, I got the torso to export, I was doing it wrong I guess.. BUT, after an hour of waiting for it to finish exporting, this is what I ended up with?! What did I do wrong here? The torso does have 118,856 faces, is that too much or something?? Link to comment Share on other sites More sharing options...
mastertitsoyo Posted July 16, 2011 Share Posted July 16, 2011 Thanks for the tutorial you my friend you deserve a award for awesomeness and the award will be a platinum chuck norris lol Link to comment Share on other sites More sharing options...
darkfailure Posted July 16, 2011 Share Posted July 16, 2011 As a complete noob in things like this, I am having some problems with merging the character. The character model I have has a slightly different pose (his arms are different). Is there a way to move them to match Niko's model? Link to comment Share on other sites More sharing options...
BeeswaX Posted July 16, 2011 Share Posted July 16, 2011 is it possible to move bones ?, cuz i get an error everytime i try anyway this is what im working on Link to comment Share on other sites More sharing options...
coin-god Posted July 16, 2011 Author Share Posted July 16, 2011 If you are getting errors Bees, moving may be a problem. I didn't try moving them. Link to comment Share on other sites More sharing options...
_Rob_ Posted July 16, 2011 Share Posted July 16, 2011 Ok have an issue, I think it may be due to the lack of specular maps but: As you can see the hands (which are Niko's original ones) are bright and vibrant, whereas Tommy's model parts are dull and flat looking. Link to comment Share on other sites More sharing options...
GooD-NTS Posted July 16, 2011 Share Posted July 16, 2011 is it possible to move bones ? No you can't edit bones (skeleton). Because game anyway will be use skeleton from WFT file not from your WDRs. When we get editable WFT you will have full freedom in PED editing. rrrrr 1 Link to comment Share on other sites More sharing options...
wapeddell Posted July 16, 2011 Share Posted July 16, 2011 How would you use more than one texture because I'm working on a mod that have glasses with eye balls and they all have separate textures from the face Link to comment Share on other sites More sharing options...
coin-god Posted July 16, 2011 Author Share Posted July 16, 2011 How would you use more than one texture because I'm working on a mod that have glasses with eye balls and they all have separate textures from the face You can't. Only 1 texture per bodypart. You have to merge the textures in 1, and unwrap the model again. Bam: You need to add Normals and Specular. GooD-NTS: Full freedom? That sounds niiice. Link to comment Share on other sites More sharing options...
H1Vltg3 Posted July 16, 2011 Share Posted July 16, 2011 (edited) Here is my "Handmazing Spider-Man".. I need help at this point cause I dunno how to bend the arms into place to match Niko's in MAX, without doing it vertex by vertex.. A few other bugs, but over all it's getting there! Anyone care to help me finish this up since it's all done, I have separate max files already rigged for each part, and a file with them all together.. All the texturing/UVW mapping is finished, it's a matter of getting the rig right now, which I apparently suck at.. Edited July 17, 2011 by H1Vltg3 Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 (edited) Here is my "Handmazing Spider-Man".. I need help at this point cause I dunno how to bend the arms into place to match Niko's in MAX, without doing it vertex by vertex.. A few other bugs, but over all it's getting there! Anyone care to help me finish this up since it's all done, I have separate max files already rigged for each part, and a file with them all together.. All the texturing/UVW mapping is finished, it's a matter of getting the rig right now, which I apparently suck at.. Lol you are getting your models from the same site as me but for the hands you have to do the same as rigging the face the bone you will be looking for is called l hand and r hand if that will help but to get the hand fully operational I'm still having issues with that Edited July 17, 2011 by wapeddell Link to comment Share on other sites More sharing options...
coin-god Posted July 17, 2011 Author Share Posted July 17, 2011 Im working on finishing the tutorial, and I will explain how to rig a hand with no finger movement. For rigging a hand with finger movment I'll probably link to a hand rigging tutorial, since it would be a long tuto itself. Link to comment Share on other sites More sharing options...
H1Vltg3 Posted July 17, 2011 Share Posted July 17, 2011 (edited) I can rig the hand, that's no problem, I just have trouble bending the arms into place in 3ds Max without messing up the polys, vertices, or textures. The model came from thefree3dmodels.com, originally from Spider-Man: Web of Shadows. Here's his hands rigged without finger movement, don't mind the seams are still buggy and such: Edited July 17, 2011 by H1Vltg3 Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 (edited) How do you rig the neck with the head and body because on some of my mods the there is a invisible gap when niko goes into idle mode and start looking around and another thing I'm trying to figure out is I get these weird artifacts even after rigging the model as you suggest for example when I go into edit envelops and set the vertices I ususal do ctrl+a to select all then add 1 abs effect and paint weight but still have spikes coming out of face or even a body part such as biceps or triceps Edited July 17, 2011 by wapeddell Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 I can rig the hand, that's no problem, I just have trouble bending the arms into place in 3ds Max without messing up the polys, vertices, or textures. The model came from thefree3dmodels.com, originally from Spider-Man: Web of Shadows. Here's his hands rigged without finger movement, don't mind the seams are still buggy and such: I know I downloaded it lol good though you beat me to it, it looks gr8 btw Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 http://www.gta4-mods.com/player/crysis-2-nanosuit-f9531 @ going god can you please download and look at all my mess ups hopefully you can give me pointers Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 How would you use more than one texture because I'm working on a mod that have glasses with eye balls and they all have separate textures from the face You can't. Only 1 texture per bodypart. You have to merge the textures in 1, and unwrap the model again. Bam: You need to add Normals and Specular. GooD-NTS: Full freedom? That sounds niiice. Sorry for so many post but how would I do as you suggest with merging all the textures into one and unwrap the model again? Link to comment Share on other sites More sharing options...
H1Vltg3 Posted July 17, 2011 Share Posted July 17, 2011 Sorry for so many post but how would I do as you suggest with merging all the textures into one and unwrap the model again? You have to do Unwrap UVW in the modifiers, then click Edit.. There you can move the maps around vertex by vertex into a different arrangement, click Tools in the UVW viewer, then Render UVW Template and save as image type. From there you have to redo your texture to match the template layout. I had to do it with Spidey's arms for the torso.. I like your Crysis 2 model BTW, lower the shine though, set your Spec in the textures to like 0.01 or 0.005 and try that.. I will test it on the next version you released, I watched the video.. We need a tutorial on bending our characters to fit Niko more then anything! Link to comment Share on other sites More sharing options...
H1Vltg3 Posted July 17, 2011 Share Posted July 17, 2011 How do you rig the neck with the head and body because on some of my mods the there is a invisible gap when niko goes into idle mode and start looking around and another thing I'm trying to figure out is I get these weird artifacts even after rigging the model as you suggest for example when I go into edit envelops and set the vertices I ususal do ctrl+a to select all then add 1 abs effect and paint weight but still have spikes coming out of face or even a body part such as biceps or triceps I have the same issue with Spidey.. I fixed it sort of on a earlier version, but I had to have Spidey exactly lined up, then manually lower the head into the torso to close the gap.. I'm guessing I will have to do the same thing this time, for all of the seams though.. There is a slight gap at his waist, wrists, neck, and ankles.. Between Iron Man not working, and all of the bugs with this smooth Spidey model, I've been going insane.. Sorry for the double post also, I didn't read up far enough! Link to comment Share on other sites More sharing options...
coin-god Posted July 17, 2011 Author Share Posted July 17, 2011 If you want to learn how to change the model pose, you will have to look for other tutorials... I don't have time to make a tuto for that. If not, wait until WFT support. Also, Bumps Do work: You just need to take some time to adjust the settings for it to look better. Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 Sorry for so many post but how would I do as you suggest with merging all the textures into one and unwrap the model again? You have to do Unwrap UVW in the modifiers, then click Edit.. There you can move the maps around vertex by vertex into a different arrangement, click Tools in the UVW viewer, then Render UVW Template and save as image type. From there you have to redo your texture to match the template layout. I had to do it with Spidey's arms for the torso.. I like your Crysis 2 model BTW, lower the shine though, set your Spec in the textures to like 0.01 or 0.005 and try that.. I will test it on the next version you released, I watched the video.. We need a tutorial on bending our characters to fit Niko more then anything! Ok bro Im going to give it a go thanks for the reply me and you both are glued to this thread waiting on replies lol Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 Sorry for so many post but how would I do as you suggest with merging all the textures into one and unwrap the model again? You have to do Unwrap UVW in the modifiers, then click Edit.. There you can move the maps around vertex by vertex into a different arrangement, click Tools in the UVW viewer, then Render UVW Template and save as image type. From there you have to redo your texture to match the template layout. I had to do it with Spidey's arms for the torso.. I like your Crysis 2 model BTW, lower the shine though, set your Spec in the textures to like 0.01 or 0.005 and try that.. I will test it on the next version you released, I watched the video.. We need a tutorial on bending our characters to fit Niko more then anything! and exactly where is this located I just started using 3d max 2 days ago lol Link to comment Share on other sites More sharing options...
wapeddell Posted July 17, 2011 Share Posted July 17, 2011 I've made it this far but now I'm confused Link to comment Share on other sites More sharing options...
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