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Post by alphaz on Jun 27, 2019 13:34:42 GMT 10
I am still a newbie at image editing, but I can learn. What should I do? 1. You can seam paint in 3d. you can do this photoshop and other programs. 2. Usually its about normals. Sadly script change normals all the time so you need to edit normals and average them. Usually editing both head and body works but you have to export head too. Another way is copy normals from head to body or from original body of claire to new body. You need to search around 3d tutorials to understand how to do it Hi, thank you. I managed to import the meshes into 3D Studio MAX and apply the normal maps to them. Then I imported the full model with head and body and normals into Photoshop for 3D seam painting (because I don't know what I'm doing w/ painting in 3DS MAX). How do I fix / average the normals here so that they look consistent from the body to the neck? I have no idea how I'm supposed to work with normal maps. It looks like this:
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Post by mangakagirl on Jun 27, 2019 22:31:12 GMT 10
You can edit normals when both meshes selected, average them then make it unique. but like that you need to export head. other way is copy normals of head one by one and paste to chest.
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Post by alphaz on Jun 28, 2019 21:07:25 GMT 10
You can edit normals when both meshes selected, average them then make it unique. but like that you need to export head. other way is copy normals of head one by one and paste to chest. "average them then make it unique."
But how? In what program? How do I "average normals" across a selection? "but like that you need to export head."
I exported the head a long time ago if you see my pic last post, it is attached to the model I am trying to 3D edit the normal maps on, and its normal map is attached to it. "other way is copy normals of head one by one and paste to chest."
What does that mean, "one by one"? As far as I can tell, the normal map of the head is contained in like a single DDS image file that wraps around the head w/ UV-maps (like the textures for the head do). There is only one normal map file for the whole head and one normal map file for the whole body. If I just copy and paste selected sections of the head's normal map across the seam and stretch it to fit, that won't look right at all and would create more seams at the top and bottom of the paste. Sorry if I sound frustrated, I just want some clarification
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Posts: 366
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Post by mangakagirl on Jun 28, 2019 22:00:14 GMT 10
You can edit normals when both meshes selected, average them then make it unique. but like that you need to export head. other way is copy normals of head one by one and paste to chest. "average them then make it unique."
But how? In what program? How do I "average normals" across a selection? "but like that you need to export head."
I exported the head a long time ago if you see my pic last post, it is attached to the model I am trying to 3D edit the normal maps on, and its normal map is attached to it. "other way is copy normals of head one by one and paste to chest."
What does that mean, "one by one"? As far as I can tell, the normal map of the head is contained in like a single DDS image file that wraps around the head w/ UV-maps (like the textures for the head do). There is only one normal map file for the whole head and one normal map file for the whole body. If I just copy and paste selected sections of the head's normal map across the seam and stretch it to fit, that won't look right at all and would create more seams at the top and bottom of the paste. Sorry if I sound frustrated, I just want some clarification i mean 3ds max. you can just write what i say and find tutorials to do how i mean head normals where they connect to chest. so you copy and paste to make them equal.
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Post by alphaz on Jun 29, 2019 4:58:11 GMT 10
i mean 3ds max. you can just write what i say and find tutorials to do how i mean head normals where they connect to chest. so you copy and paste to make them equal. Okay I was able to select all the normals for the complete head and body in 3DS max and average them by adding an Edit Normals modifier, and the seams looked much better when I rendered it in the render preview window. I clicked "make unique" and then I selected the body mesh alone and tried to do a render-to-texture as per this guide: but no matter what I do, all I get in my rendered texture are the red silhouettes of the UV maps, indicating that 3DS max couldn't actually see anything it was supposed to. I adjust the cage around the body model like in the YT guide and nothing helps. If I use projection (like in the guide), the lower poly model of the body that I'm supposed to "pick" is not in the list (high poly mesh is LOD1_submesh_1, low poly should be LOD2_submesh_1 but only LOD2_submesh_2 and up are there, so I pick LOD2_submesh_2 or the same LOD1_submesh_1) and I get the red everywhere. If I don't use projection, it renders the texture in the render window instead of all red crap, but the exported image file itself is just a solid purple-blue background with the alpha channel in the shape of the UV mapping; red and blue channels are solid grey and blue is solid white. Does it matter if I have any materials assigned to the meshes? It doesn't seem to, because I tried it without and got the same result (previously I'd assigned the original normal maps I'd ripped from the game to the corresponding head and body meshes). There has to be an easier way to do this. Can I just export the model and do all this in a different 3D program that is not such a frustrating POS? I really really hate 3DS Max I assume that even if I do the copy+paste method you talk about that I would still have to render-to-texture, which is where I am stuck
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Posts: 366
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Post by mangakagirl on Jun 29, 2019 5:16:37 GMT 10
depend of sub mesh name material effect can change. neck seam is biggest issue and hard to fix it. i dont know how i can help you without seeing it
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Post by alphaz on Jul 18, 2019 6:37:22 GMT 10
I gave up on the neck seam stuff and just opted to use a body-neck with a choker for my mod, and that works great. Even Capcom could not get rid of neck seam issues in the base game so I'm not even going to bother with it anymore. However, now I am now working on a different mod and I'm having trouble with wetmasks. Is there some oddball UV channel where the wetmask UVs are saved? I can see all the normal UV objects from the albm textures on the tiny 512x512 wetmask image, including ones that are normally separated onto multiple material files (like pl1000_jacket, pl1000_body, pl1000_props are all together in one wetmask file). However, I deleted some of those objects from my model and now the wetmask UVs seem to have shifted around randomly. Here is my exported model shown with the original Classic Tank Top wetmask file: Just as a test, I tried copying and pasting (and slightly enlarging) the tank top wetmasks (circled with the question mark) to the spot on the top left of the screen, and managed to save my wetmask file after learning that you must save as DDS "BC4 4bpp (Linear, Grayscale)" and then copying a huge RE2 wetmask header over the tiny one that Photoshop creates for the DDS file. I copied all the stuff from the beginning to the end of line 00000510 as my header, and my wetmask saved as a readable tex.10 file. But it seemed to make my whole wetmask shift, so that a vertical slice of the right side of the image was cut off and instead was now on the left side. I was right in pasting the tank top wetmask where I did, though, as you can see it was fixed: (I circled the arm texture there because I want to know why it's shifted to the left side now) Can anyone explain to me a way to just keep the wetmask UVs in their original positions when I export my model, so the original wetmask file still works? I am assuming they are getting moved around because I do not have all the objects represented in the original wetmask anymore, like the holster, belt, radio, ammo packs etc. It seems that they are automatically getting rearranged, but I have no way to read this arrangement other than by looking at how the character gets wet in-game and trying to match up the patterns with my eyes. EDIT: Actually, now looking at my regular UVs, it seems that the correct place for the tank top wetmask UVs is right where the normal tank top UVs are, even after the image shifted: Anyone have any experience working with wetmasks who can explain this to me? I hate to have to try and shuffle the wetmask stuff all around by hand to have to match up with the real UVs
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Post by alphaz on Jul 18, 2019 22:08:20 GMT 10
Okay I figured it out, the wetmask / bloodmask / lighting UVs are all just on UV channel 2 by default. I would always overwrite UV channel 2 with the UVs on UV channel 1 by moving them over them because that's what all the tutorials always said to do when exporting your model. When I checked the freshly imported classic tank top model's UVs on channel 2 by saying "Abandon UVs" in the Unrwap UVs modifier, they looked in the same positions as they were in the wetmask.
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Posts: 366
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Post by mangakagirl on Jul 20, 2019 2:31:13 GMT 10
Okay I figured it out, the wetmask / bloodmask / lighting UVs are all just on UV channel 2 by default. I would always overwrite UV channel 2 with the UVs on UV channel 1 by moving them over them because that's what all the tutorials always said to do when exporting your model. When I checked the freshly imported classic tank top model's UVs on channel 2 by saying "Abandon UVs" in the Unrwap UVs modifier, they looked in the same positions as they were in the wetmask. im just leaving wet mask white. wet mask usually all meshes together in the body. all textures together so its hard to be accurate
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Post by raccoonsurvivor on Sept 28, 2019 0:06:51 GMT 10
Lovely work everyone...
Is there any way of doing texture edits / model edits if you DON'T own photoshop or 3DS Max? Say, Blender or GIMP for photo editing?
Really wanna get into modding RE2 remake and have some awesome ideas - but I'll never be able to achieve them.
Unless there is a thread for requests somewhere
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Post by xiang77 on May 10, 2020 4:42:14 GMT 10
how to save the NRMR texture correctly? i still canot understand
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Local Graphic Designer
Trust is built through actions not words
Posts: 3,079
Original Join Date: Jul 12 2013
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Post by Johnny Valentine on May 27, 2020 11:35:06 GMT 10
Still one of the best tutorials around :3
it even helped me with other games Thank you
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Post by r636eoss on Jun 10, 2020 0:21:26 GMT 10
Thank you all for the tutorials and tools available here It cheered me up a lot now. Officially this is my first mod
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Post by VenomRaven on Nov 10, 2020 7:59:49 GMT 10
Is there any way of doing texture edits / model edits if you DON'T own photoshop or 3DS Max? Say, Blender or GIMP for photo editing? This is my issue too. GIMP doesnt support the latest DDS files. I get the message "Unsupported DXGI format (99)"
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