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Post by vipervenom1977 on May 9, 2019 13:24:05 GMT 10
Anybody know the settings for face meshes? If I try skin wrap the face comes out with colors and black
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Posts: 366
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Post by mangakagirl on May 10, 2019 9:46:22 GMT 10
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Post by vipervenom1977 on May 11, 2019 4:56:31 GMT 10
Ever experimented with hair? Got a tutorial for that? You guys been great help , thanks
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Post by vipervenom1977 on May 15, 2019 0:49:39 GMT 10
Wow, nobody knows how to replace the hair mesh Gotta be a process to alter or change the mesh.
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Post by benjaminsisko on May 16, 2019 3:27:24 GMT 10
Hey all
Whats actually needed to export a 3d mesh back into the game...
For example, I've imported an 8 LOD model into 3ds max and deleted the extra 3 LOD's leaving the standard 5 untouched. But when I try to export the mesh back it fails.
I've tried editing the normal's with no effect...
Can anyone point me in the right direction?
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Posts: 366
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Post by mangakagirl on May 16, 2019 4:09:59 GMT 10
Hey all Whats actually needed to export a 3d mesh back into the game... For example, I've imported an 8 LOD model into 3ds max and deleted the extra 3 LOD's leaving the standard 5 untouched. But when I try to export the mesh back it fails. I've tried editing the normal's with no effect... Can anyone point me in the right direction? edit normals doesnt make problem just keep it top modifier. export your full model (unlike other resident evil games) dont choice any bone. dont choose lod names. choose only parts for example claire lod_1_sub mesh1, lod1_sub_mesh2 then lod2_submesh1, lod2_submesh_2 etc. choose all the parts you wanna export. and of course rename your mesh to games existing mesh name. use sub mesh names. make sure you dont have any vertex, any normal etc choosen on modifier. for example if edit mesh modifier has a choosen vertex then you choose normals or skin to export you can get error.
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Post by cuba on May 24, 2019 0:07:53 GMT 10
Hey all, i have followed the video but am still getting the oil effect on my model, i have flattened the layers but that didnt do it, any ideas? Pic puu.sh/Dwa3t/a6013879b7.png
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Posts: 366
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Post by mangakagirl on May 24, 2019 12:21:38 GMT 10
Hey all, i have followed the video but am still getting the oil effect on my model, i have flattened the layers but that didnt do it, any ideas? Pic puu.sh/Dwa3t/a6013879b7.pngprobably your albm alpha too light. try to do darker. only metallic parts leave it white. also nrmr alpha should be light gray for most of things and dark gray for shiny things. also i see you need to rig your model. try to make head bone weight 1.0 for the hat
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Post by cuba on May 24, 2019 15:04:11 GMT 10
Hey all, i have followed the video but am still getting the oil effect on my model, i have flattened the layers but that didnt do it, any ideas? Pic puu.sh/Dwa3t/a6013879b7.pngprobably your albm alpha too light. try to do darker. only metallic parts leave it white. also nrmr alpha should be light gray for most of things and dark gray for shiny things. also i see you need to rig your model. try to make head bone weight 1.0 for the hat Setting the alpha of the normal to white because it was already gray didnt change anything, the alpha is black on the albm too not sure what it could be. It kind of looked like it got less shiny when further away from the camera ( puu.sh/DwwgN/20d32d1ed8.png ) so maybe its a LOD thing? they mesh is a clone for all 5 LODs so im not sure if its the model. It is rigged right too.
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Posts: 366
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Post by mangakagirl on May 24, 2019 21:50:32 GMT 10
probably your albm alpha too light. try to do darker. only metallic parts leave it white. also nrmr alpha should be light gray for most of things and dark gray for shiny things. also i see you need to rig your model. try to make head bone weight 1.0 for the hat Setting the alpha of the normal to white because it was already gray didnt change anything, the alpha is black on the albm too not sure what it could be. It kind of looked like it got less shiny when further away from the camera ( puu.sh/DwwgN/20d32d1ed8.png ) so maybe its a LOD thing? they mesh is a clone for all 5 LODs so im not sure if its the model. It is rigged right too. hat looks like you need to rig it. it can be also normals. add modifier edit normals. choose all normals then set treshold 0,001 and avarage them. you can clone it from that one with normals. another thing is backculling. maybe your models hat on that part has bad normals you will need to clone your hat, on the clone select edit mesh, then element. choose entire hat ''flip normal'' then name this clone another submesh using hats textures. export both maybe that hole on the hat disappear. but i think its rigging check again head bone. make it 1.0 for hat area
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Post by vipervenom1977 on May 26, 2019 21:07:00 GMT 10
I still cat figure out one thing with the textures How do I direct the body to the first texture and the outfit to the second such as bottom.tex.10? I can create the meshes, do the textures, get in game perfectly, yet nobody explained in tutorial or otherwise since that part was skipped in tutorial Any help on that is greatly appreciated I been putting everything on one texture so far and had to create new uvw just to make things work. Gets complicated and the use of the second texture would be so helpful. I do know it has to do with rendering to a texture with material editor but a few specifics would help. So far I got this far with trial and error a great helpful comment on a help I posted about missing body because it was only working on 1 level of detail. Seems a few thing were skipped in tutorial and been browsing through the threads to find any help on the subject. Thanks in advance for your reply
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Post by benjaminsisko on May 27, 2019 0:08:18 GMT 10
I still cat figure out one thing with the textures How do I direct the body to the first texture and the outfit to the second such as bottom.tex.10? I can create the meshes, do the textures, get in game perfectly, yet nobody explained in tutorial or otherwise since that part was skipped in tutorial Any help on that is greatly appreciated I been putting everything on one texture so far and had to create new uvw just to make things work. Gets complicated and the use of the second texture would be so helpful. I do know it has to do with rendering to a texture with material editor but a few specifics would help. So far I got this far with trial and error a great helpful comment on a help I posted about missing body because it was only working on 1 level of detail. Seems a few thing were skipped in tutorial and been browsing through the threads to find any help on the subject. Thanks in advance for your reply Each LOD / Submesh in the original model is assigned / points to a specific texture file. For example LODGroup_1_Mainmesh_1_Submesh _1 might be claire's jacket and will point to pl1000.Jacket.tex.10. So if you replace claire's jacket with another object, your texture file for that object must use the same name as the original. So the texture file for your object must be renamed to pl1000.jacket.tex.10 or whatever the name of the original texture was for the object you are replacing. You can change the name of the LOD to use the name of a specific texture. for example if submesh_1 points to jacket and submesh_2 points to bottom you could change the LOD name of your object to either the jacket or the bottom texture. But you still need to use the same names for your texture files as the original.
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Post by vipervenom1977 on May 29, 2019 11:58:35 GMT 10
So technically the way it works, the body mesh should be named same as LODGROUP_1_MAINMESH_1_SUBMESH_1 Then name a second mesh such as the skirt to LODGROUP_1_MAINMESH_2_SUBMESH_1
Or do I name the second object bottom?
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Post by benjaminsisko on May 30, 2019 6:37:37 GMT 10
So technically the way it works, the body mesh should be named same as LODGROUP_1_MAINMESH_1_SUBMESH_1 Then name a second mesh such as the skirt to LODGROUP_1_MAINMESH_2_SUBMESH_1 Or do I name the second object bottom? not quite each LOD in the original model is mapped to a specific texture file (this cannot be changed) so you need to work out which texture file each LOD in the original model uses. then if you want your object to use a specific texture file you need to give your objects LOD the same name as which ever LOD in the original model is using the same texture file that you wish to use for your object. If you want your object to use for example Claires _jacket_ texture then you need to find which LOD in the original model is mapped to that texture file and give your objects LOD the same name.
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Post by vipervenom1977 on May 30, 2019 8:11:09 GMT 10
Ok, I get that now, but what about the uvw mapping? When you attach them during the skin wrap process the uvw overlaps. How would you seperate the uvw to look for a second texture rather than overlapping the body? Change its map channel to 3 or something? And are you supposed to direct these before you start skin wrap process or during process? I can alter the uvw to work on one texture but gets tight Fallout 4 games we had a material editor to direct things to a specific texture, but this process is more complicated Thanks for the help so far, you guys have been great
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