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Post by es47 on Apr 23, 2019 2:45:30 GMT 10
I found a way. if you need to change Leon's face only. 1. clone "LODGroup_1_MainMesh_1_SubMesh_1", rename to BaseHead, save scene. 2. BaseHead export to NewHead.obj - disable (!) all optimize: vertex, normals, texture-coord. 3. zbrush modelling, etc., export back to NewHead.obj 4. import NewHead.obj back to 3dsmax - disable (!) retriangulate poligons, flip XZ-axis, import materials 5. On BaseHead use modifer "morpher", press button "pick object from scene" and pick our NewHead, put in the channel 100%. If everything is done correctly, the model (BaseHead) will take a new form. 7. convert Base Head to editable mesh. Now the model can be exported to the game.
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Ada... Ada Wong :D
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Original Join Date: Aug 21, 2008
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Post by EvilLord on Apr 23, 2019 3:59:47 GMT 10
I found a way. if you need to change Leon's face only. 1. clone "LODGroup_1_MainMesh_1_SubMesh_1", rename BaseHead, save scene. 2. export to NewHead.obj - disable (!) all optimize: vertex, normals, texture-coord. 3. zbrush modelling, etc., export back to NewHead.obj 4. import NewHead.obj back to 3dsmax - disable (!) retriangulate poligons, flip XZ-axis, import materials 5. On BaseHead use modifer "morpher", pick our NewHead, put in the channel 100%. If everything is done correctly, the model (BaseHead) will take a new form. 7. convert Base Head to editable mesh. Now the model can be exported to the game.
how did you even make a new mesh work for the game we cant do that yet do you have a new script
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Post by es47 on Apr 23, 2019 4:30:16 GMT 10
I used old script. "Morpher" modifer - here is the answer. The way I described above.
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Deleted
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Post by Deleted on Apr 23, 2019 9:24:00 GMT 10
I found a way. if you need to change Leon's face only. 1. clone "LODGroup_1_MainMesh_1_SubMesh_1", rename to BaseHead, save scene. 2. BaseHead export to NewHead.obj - disable (!) all optimize: vertex, normals, texture-coord. 3. zbrush modelling, etc., export back to NewHead.obj 4. import NewHead.obj back to 3dsmax - disable (!) retriangulate poligons, flip XZ-axis, import materials 5. On BaseHead use modifer "morpher", press button "pick object from scene" and pick our NewHead, put in the channel 100%. If everything is done correctly, the model (BaseHead) will take a new form. 7. convert Base Head to editable mesh. Now the model can be exported to the game.
You try to make that same progress in a different mesh and tell me if it works, because using the character's original head and modifying it, it will always work in the game. other new meshes do not work well.
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Post by dt85 on Apr 23, 2019 9:31:35 GMT 10
It's just reshaping the head mesh, which I've done moving verts around in 3ds Max, however this way sounds better.
Bottom line - as long as the vertex count isn't altered (eg. deleting faces, adding faces, etc), the head mesh will look fine in-game.
Side note:
You can replace Mr X's head with a new mesh (not a reshape) without issue. Something about the material/shader files methinks.
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Post by Deleted on Apr 23, 2019 10:03:47 GMT 10
It's just reshaping the head mesh, which I've done moving verts around in 3ds Max, however this way sounds better. Bottom line - as long as the vertex count isn't altered (eg. deleting faces, adding faces, etc), the head mesh will look fine in-game. Side note: You can replace Mr X's head with a new mesh (not a reshape) without issue. Something about the material/shader files methinks. Basically similar to RE4 UHD, if you try to create a head model for the scenes and just with a vertex / polygon missing the mod gets all wrong. I thought if I create head leave the polygons and vertex with the way the original in RE2 can work, I have not yet tested.
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Post by es47 on Apr 23, 2019 13:46:30 GMT 10
I know about this issue. also spent a lot of time searching for solutions. My way just allows you to work more comfortably, get a good result and save time. 3dsmax is not designed for such tasks. I understand that my method does not solve the problem. This is a temporary solution, but it may be useful to anyone
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Post by aps on Apr 27, 2019 2:16:29 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. How about costumes? Can you work flawless with the script? I always got some strange normals effect unless export only 1 mesh.
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Deleted
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Post by Deleted on Apr 27, 2019 4:54:00 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. How about costumes? Can you work flawless with the script? I always got some strange normals effect unless export only 1 mesh. In the body I can work without flaws or mistakes, but in the head of the characters, I am still flawed.
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Post by aps on Apr 27, 2019 16:00:01 GMT 10
How about costumes? Can you work flawless with the script? I always got some strange normals effect unless export only 1 mesh. In the body I can work without flaws or mistakes, but in the head of the characters, I am still flawed. Strange, let's say import vanilla NOIR costumes, and export all meshes without any changes, only add an edit normals modifier. Does it still work perfect? Which version of MAX are you using?
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I need to start releasing my mods and be active lol
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Post by Crazy Potato on Apr 27, 2019 16:33:12 GMT 10
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Post by colonelfaulkner on Apr 27, 2019 20:57:11 GMT 10
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Post by mangakagirl on Apr 27, 2019 23:48:17 GMT 10
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Post by whodatninja on Apr 28, 2019 22:01:23 GMT 10
There are a bunch of Claire face mods already (including about a dozen cringy "sexy" mods on Nexus) but none for Leon so far. I never liked Leon's face in RE2R, he looks too different. The day when a RE4-like Leon face retexture/restructuring comes out i'll be BEYOND happy!
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Post by rocka on Apr 28, 2019 23:38:02 GMT 10
So facial animations are now possible ?
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