Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Jan 29, 2019 11:09:19 GMT 10
Did a small mesh edit as a test. The model format is pretty straightforward. I'll be posting any advances here: Edited version of Hunk's mask: Original:
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Jan 29, 2019 12:33:29 GMT 10
IS THAT MODEL IMPORTED O:
NICE JOB !!!!!!!!!!!
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Jan 29, 2019 12:36:07 GMT 10
IS THAT MODEL IMPORTED O: NICE JOB !!!!!!!!!!! Kinda yeah hahaha, it's not entirely new though, but that's the next thing I'll try. I edited Hunk's mask mesh with an old tool I made for another game.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Jan 29, 2019 13:24:07 GMT 10
IS THAT MODEL IMPORTED O: NICE JOB !!!!!!!!!!! Kinda yeah hahaha, it's not entirely new though, but that's the next thing I'll try. I edited Hunk's mask mesh with an old tool I made for another game. thats awesome !!!! hopefully maybe in the future we can get a 3d max script or something like that XD
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Jan 29, 2019 14:04:20 GMT 10
Progress. I managed to import Homer Simpson's head but untextured (it just uses Hunk's uv mapping) and with some buggy triangles. Not sure if you'll be able to see it: This is the original model:
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Jan 29, 2019 14:06:32 GMT 10
You can see it a bit better here.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Jan 29, 2019 15:01:29 GMT 10
You can see it a bit better here. OH MY GOD O:
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Post by ai19 on Jan 29, 2019 15:12:39 GMT 10
That's pretty cool! Does your programme auto-rig as well, or do you have to do it manually?
I only ask that because there was a similar programme for FFXII where you could edit the mesh vertices (elongating, changing the shapes, etc) without having to re-rig the model and get it back in game.
Either way, as a 3d modeller this is exciting. If it's simply just editing existed meshes, that still gives a lot of leeway with what we can do, such as making claire's hair a bit longer, etc.
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Jan 29, 2019 15:18:28 GMT 10
That's pretty cool! Does your programme auto-rig as well, or do you have to do it manually? I only ask that because there was a similar programme for FFXII where you could edit the mesh vertices (elongating, changing the shapes, etc) without having to re-rig the model and get it back in game. Either way, as a 3d modeller this is exciting. If it's simply just editing existed meshes, that still gives a lot of leeway with what we can do, such as making claire's hair a bit longer, etc. For now I haven't figured out where the bones and weights are in the mesh. My program has the capability of editing bone ids and weights for the game it was designed for, so once we figure out where they are in the .mesh files I'll be able to implement it in the tool. I'm mostly importing over static meshes for now (main reason why I'm using Hunk's mask as a base a lot haha, no face bones to mess up).
The tool itself can edit the meshes directly, but it also has an .obj export and import feature so if people want to edit the meshes outside (which is what I usually recommend) that's do-able. As long as the new .obj doesn't change the vertex order in rigged meshes, they shouldn't get fucked up
I'll be trying to release this as soon as possible!
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Post by IrateGiant on Jan 29, 2019 16:31:17 GMT 10
The progress are amazing, Zealot Tormunds! You know if HUNK model has a face textured behind mask? Would be interesting to know his real face.
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Post by clarionhorn on Jan 29, 2019 17:20:27 GMT 10
are you able to make hunk's lenses black and transparent? looks like there's a head underneath that. or make it use leon's head
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Jan 29, 2019 17:32:24 GMT 10
The progress are amazing, Zealot Tormunds! You know if HUNK model has a face textured behind mask? Would be interesting to know his real face. I don't think it does sadly, it's probably just the mask I'll check tho are you able to make hunk's lenses black and transparent? looks like there's a head underneath that. or make it use leon's head Ye that can be done, I gotta check if there's a head in there first though haha
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Patching up a lot of bite wounds rn, I think we are running out of pain killers.
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Post by Marvin Undercline on Jan 30, 2019 2:45:50 GMT 10
This is good progress.
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Post by rain395 on Jan 30, 2019 7:37:32 GMT 10
That's pretty cool! Does your programme auto-rig as well, or do you have to do it manually? I only ask that because there was a similar programme for FFXII where you could edit the mesh vertices (elongating, changing the shapes, etc) without having to re-rig the model and get it back in game. Either way, as a 3d modeller this is exciting. If it's simply just editing existed meshes, that still gives a lot of leeway with what we can do, such as making claire's hair a bit longer, etc. For now I haven't figured out where the bones and weights are in the mesh. My program has the capability of editing bone ids and weights for the game it was designed for, so once we figure out where they are in the .mesh files I'll be able to implement it in the tool. I'm mostly importing over static meshes for now (main reason why I'm using Hunk's mask as a base a lot haha, no face bones to mess up).
The tool itself can edit the meshes directly, but it also has an .obj export and import feature so if people want to edit the meshes outside (which is what I usually recommend) that's do-able. As long as the new .obj doesn't change the vertex order in rigged meshes, they shouldn't get fucked up
I'll be trying to release this as soon as possible!
This is actually really really cool! You get to re-mold their shapes, I believe? Maybe if possible there will be a future mod that makes Claire's hair straight (like in the original) or even remove Leon's cleft chin!
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Jan 30, 2019 10:52:26 GMT 10
For now I haven't figured out where the bones and weights are in the mesh. My program has the capability of editing bone ids and weights for the game it was designed for, so once we figure out where they are in the .mesh files I'll be able to implement it in the tool. I'm mostly importing over static meshes for now (main reason why I'm using Hunk's mask as a base a lot haha, no face bones to mess up).
The tool itself can edit the meshes directly, but it also has an .obj export and import feature so if people want to edit the meshes outside (which is what I usually recommend) that's do-able. As long as the new .obj doesn't change the vertex order in rigged meshes, they shouldn't get fucked up
I'll be trying to release this as soon as possible!
This is actually really really cool! You get to re-mold their shapes, I believe? Maybe if possible there will be a future mod that makes Claire's hair straight (like in the original) or even remove Leon's cleft chin! Correct! You can modify the models as you want
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