trying to learn
Posts: 196
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Post by themimegogo on Mar 3, 2019 0:23:25 GMT 10
I forgot to mention that yes, I have imported my mesh into Noesis, and re-exported it as .fbx
OMG the stuff of nightmares! >.<
I'm assuming that you already exported with multiple LOD's... so question - is your UV map for the frist and second channel the same or different?
edit: BTW credited you in the release of my Taskmaster mod
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Always on a quest...
Posts: 3,739
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Mar 3, 2019 1:14:17 GMT 10
Modding Heads, is currently our biggest problem. Crazy was able to get a few heads in. But no fully successful tests. For now we have just come to the conclusion that it may not be possible. And the only way to import a custom head is to include it in the body’s mesh. And rig it to the neck bones.
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trying to learn
Posts: 196
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Post by themimegogo on Mar 3, 2019 1:37:32 GMT 10
Modding Heads, is currently our biggest problem. Crazy was able to get a few heads in. But no fully successful tests. For now we have just come to the conclusion that it may not be possible. And the only way to import a custom head is to include it in the body’s mesh. And rig it to the neck bones.
ho crap... I find that frightening.
The next mod I intend to make requires tampering with Claire's head mesh.
So you're saying that, if we follow the same steps we did like with the body, it's not gonna work? :/
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Always on a quest...
Posts: 3,739
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Mar 3, 2019 1:43:45 GMT 10
Modding Heads, is currently our biggest problem. Crazy was able to get a few heads in. But no fully successful tests. For now we have just come to the conclusion that it may not be possible. And the only way to import a custom head is to include it in the body’s mesh. And rig it to the neck bones.
ho crap... I find that frightening.
The next mod I intend to make requires tampering with Claire's head mesh.
So you're saying that, if we follow the same steps we did like with the body, it's not gonna work? :/
From all of our tests. It seems like importing any new meshes throught the head files doesnt work.
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trying to learn
Posts: 196
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Post by themimegogo on Mar 3, 2019 1:49:51 GMT 10
ho crap... I find that frightening.
The next mod I intend to make requires tampering with Claire's head mesh.
So you're saying that, if we follow the same steps we did like with the body, it's not gonna work? :/
From all of our tests. It seems like importing any new meshes throught the head files doesnt work.
Understood. Thank you for the advanced info, this gives me time to think of a workaround for my next mod.
Some time ago, Zealot Tormunds did a mesh edit test with hunk's head (where he moved some verts) I guess it was just editing out the same mesh, but not necessarily importing in something completely new...? Plus Hunk's head likely isn't using their facial rig... hmmm (guessing only)
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Post by badsituation on Mar 3, 2019 1:50:49 GMT 10
This would make for a good rorschach model!
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Always on a quest...
Posts: 3,739
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Mar 3, 2019 2:07:33 GMT 10
From all of our tests. It seems like importing any new meshes throught the head files doesnt work.
Understood. Thank you for the advanced info, this gives me time to think of a workaround for my next mod.
Some time ago, Zealot Tormunds did a mesh edit test with hunk's head (where he moved some verts) I guess it was just editing out the same mesh, but not necessarily importing in something completely new...? Plus Hunk's head likely isn't using their facial rig... hmmm (guessing only)
Zealot was using his own tool that he made. Not the one that we have.
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THE " WHOA, DNT SHOOT '' GIRL !!!!
Posts: 245
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Post by ClaireRedfield19 on Mar 3, 2019 3:03:58 GMT 10
This would make for a good rorschach model! Damn, i was gonna say the same thing.this guy gets it !!!.Rofl
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Post by nayefk93 on Mar 3, 2019 6:25:21 GMT 10
Try not export the exported fbx with noesis, the noesis changes the vertices numbers, no need to use noesis, i tryed this and it's work perfect, btw I heat modeling using 3ds max just modify your mesh direct without any export or import to any other software, if you want to use custom mesh just modify using blender or maya and then import it into 3ds max as fbx file, make sure you have 2 UVs channels in your custom model, hope this will help.. sorry for my english. Edit: If this not work try to make the 2nd UV channel empty
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Post by neoexfrost on Mar 3, 2019 20:45:32 GMT 10
you could make a nice Rorschach (Watchmen) Mod with this tho
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Post by aps on Mar 15, 2019 1:23:16 GMT 10
Have you imported vanilla mesh and exported it without any change? Just another way to check workflow.
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Post by dt85 on Mar 18, 2019 15:57:13 GMT 10
You can only currently export reshaped head meshes. If you try to delete verts on an imported head or try to export your own custom head, you'll get something similar to toraneko's result. In my tests, I've noticed all that weird stuff on the head is applied ontop of the head texture and if you look carefully, the UVs look correct. Also noticed that when I move the camera, that weird stuff moves...
Maybe the game is doing something (possibly shader stuff) that requires data that the max script isn't exporting properly? I dunno, just thinking out loud.
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Post by aps on Mar 19, 2019 21:41:44 GMT 10
You can only currently export reshaped head meshes. If you try to delete verts on an imported head or try to export your own custom head, you'll get something similar to toraneko's result. In my tests, I've noticed all that weird stuff on the head is applied ontop of the head texture and if you look carefully, the UVs look correct. Also noticed that when I move the camera, that weird stuff moves... Maybe the game is doing something (possibly shader stuff) that requires data that the max script isn't exporting properly? I dunno, just thinking out loud. Yes, when I import the vanilla mesh without making any modifications and then exporting it, those strange normal effects appear. Agree with you, the max script must have missed some shader data. That'll be great if someone can fix it.
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Deleted
Deleted Member
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Post by Deleted on Apr 20, 2019 5:26:12 GMT 10
Yes, but if you import the original RE2 head and export it again, it will work without errors, so the problem can not be script, maybe something else. It really is weird.
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Post by wintersky on Apr 20, 2019 8:07:16 GMT 10
Motherfucker warn us next time you're gonna put some nightmare fuel on the fire!!! Spilled my damn coffee when I saw that Leon gif.....Nah I'm just kidding....but it's still creepy, like the molded got him
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