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Post by stineranger on Mar 10, 2019 9:31:51 GMT 10
Edit: Does anyone know if I need my mesh to be mapped all to one UV or can I have multiple UVs for the gloves, Morpher and the suit? So we're all done with modeling and texturing, but now as far as the rigging goes, I'm wondering what the process is given that I have like 6 different UV sets for this mesh. The ultimate tutorial has a great look at how to get your mesh into the game as long as it has one shared UV. Any advice? (*Additionally, we're looking at like 21k poly here, so it should work for all LODs)
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trying to learn
Posts: 196
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Post by themimegogo on Mar 10, 2019 14:16:19 GMT 10
I can already tell i am going to like this mod.
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trying to learn
Posts: 196
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Post by themimegogo on Mar 10, 2019 14:18:55 GMT 10
Edit: Does anyone know if I need my mesh to be mapped all to one UV or can I have multiple UVs for the gloves, Morpher and the suit? So we're all done with modeling and texturing, but now as far as the rigging goes, I'm wondering what the process is given that I have like 6 different UV sets for this mesh. The ultimate tutorial has a great look at how to get your mesh into the game as long as it has one shared UV. Any advice? (*Additionally, we're looking at like 21k poly here, so it should work for all LODs) Oh shyt. Multiple uvs for 1 mesh? It might give you trouble uvw #2 is reserved for wetmaps. I havent tried multi uvs myself. To play safe i recommend u keep it at 1 uv per sub mesh u intend to replace. But hey try it anyway. If you get it working pls let us know how you did it
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Post by stineranger on Mar 10, 2019 15:44:21 GMT 10
Edit: Does anyone know if I need my mesh to be mapped all to one UV or can I have multiple UVs for the gloves, Morpher and the suit? Oh shyt. Multiple uvs for 1 mesh? It might give you trouble uvw #2 is reserved for wetmaps. I havent tried multi uvs myself. To play safe i recommend u keep it at 1 uv per sub mesh u intend to replace. But hey try it anyway. If you get it working pls let us know how you did it So, if I just have them use different submeshes how would I export all of the submeshes into the same LOD mesh? The tutorial I'm following is the great tutorial by toraneko, however his tutorial only uses one submesh on one UV map. Basically, I have the UVs seperated to: Helmet/Boots/Gloves/Morpher/Belt. I tried to export my submeshes earlier and ended up with a big error. Basically, the tutorial's last step of averaging the normals kind of bit me in the ass. And sorry to bug, but do you know if it's possible to rig the meshes in Maya and then export the FBX from Max?
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trying to learn
Posts: 196
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Post by themimegogo on Mar 10, 2019 15:58:52 GMT 10
It depends on what model you are trying to replace.
To use the arklay sheriff as an example. IIRC his body mesh alone is made up of: pants, a belt+ accessories, an upper torso shirt and arms i think (?) That'd be 4 sub-meshes in 1 export.
As in Toranekos tutorial, he only picked 1 sub mesh to replace since he had only one body.
Lets say you have 4 uvs, and 4 (x 3, albm, nrmr, atos) textures each for a sub-mesh. When you export, you have to match each sub mesh to 1 texture set of 3. See how much work thatll demand from you.
A good example to follow will be any of the assets from the game. Pick a costume or character, and see how many meshes they have in max, and you will see each correspond to only 1 (x3) textures.
So if u have 6 uv maps, youll need to physically cut up your mesh into 6 objects according to the uvs. Moreover - you will need to find an object that also uses 6 (x3) textures, because the principle is to replace whats in there, and not just dump into the folders any number of texture maps as u please.
You can save yourself all that trouble just by keeping them at 1 mesh, 1 uv.
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Post by stineranger on Mar 10, 2019 16:28:04 GMT 10
It depends on what model you are trying to replace. To use the arklay sheriff as an example. IIRC his body mesh alone is made up of: pants, a belt+ accessories, an upper torso shirt and arms i think (?) That'd be 4 sub-meshes in 1 export. As in Toranekos tutorial, he only picked 1 sub mesh to replace since he had only one body. Lets say you have 4 uvs, and 4 (x 3, albm, nrmr, atos) textures each for a sub-mesh. When you export, you have to match each sub mesh to 1 texture set of 3. See how much work thatll demand from you. A good example to follow will be any of the assets from the game. Pick a costume or character, and see how many meshes they have in max, and you will see each correspond to only 1 (x3) textures. So if u have 6 uv maps, youll need to physically cut up your mesh into 6 objects according to the uvs. Moreover - you will need to find an object that also uses 6 (x3) textures, because the principle is to replace whats in there, and not just dump into the folders any number of texture maps as u please. You can save yourself all that trouble just by keeping them at 1 mesh, 1 uv. Thanks so much, that's super helpful! To export multiple submeshes at the same time do I just select them all in the heirarchy and hit export? Or do I do it one at a time and it updates the .mesh file? If I can figure that out, I think I'll be alright. Thankfully the mod community is still super active to help out.
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trying to learn
Posts: 196
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Post by themimegogo on Mar 10, 2019 16:41:06 GMT 10
Here's a link to a post i made in an older thread. It's maliwei777's tutorial translated into English. He wrote the scripts that allowed the mesh exports and imports.
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Post by stineranger on Mar 11, 2019 17:11:49 GMT 10
Hey guys! So I did manage to use multiple submeshes and import them into the game just fine. Turns out, that I had an error when exporting which came from applying a normal edit modifier to all the submeshes at the same time. I restarted the process (thankfully it only takes like 2 minutes) and it worked out fine. A few weighting issues and the helmet was displaced to the wrong place. So I'm reworking all that at the moment. I found that you are able to export the skinned meshes to maya, so I'm going to experiment and see if you can weight in Maya and then export to 3DSMax and create the .mesh file. Edit: Image of the process working in Maya Edit 2: It appears as if the only problem with weighting in Maya is that there's no bind pose. So moving joints to paint weights and see the deformation in real time is nearly impossible. You'd be better off weighting in Max tbh. If you're like me, that's a real bummer. However, I think the solution would be to keep the posing for the fingers, since thankfully I had the foresight to keep the hands separate, and their geo is close enough to the original to make the skinning near identical to the vanilla game model's hands. And from there, I think I'll just make the arms and legs rely on one joint. I think making sure that the butt deforms properly is going to be the next biggest challenge, as well as reacquainting myself with how to work this stage of rigging in Max . That said, the model does work in game as I said, so we're more than halfway there. Thanks for all the support guys! Edit 3: Hey guys, after perusing a lot of threads, I'm seeing a lot of you guys are struggling with unwelded vertices and your UVs don't fit in the 0-1 space. You need to resize your UVs to fit inside that UV area. Unrelated, but I get your frustration especially if you don't come from a 3D modeling background. Hope that helps.
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Post by stineranger on Mar 15, 2019 12:29:42 GMT 10
Hey guys, just doing some refinement of the rig as best I can in Max before committing it to the game. I've found that I can't select this edgeloop and weight it to the head bone (So there's no gap between the helmet and neck.) Which, I think you wouldn't see except for one cutscene, but regardless, it would bug me haha. Has anyone had this problem? The reason I had thought was that the verts weren't welded, but after I tr So, here's an additional problem, adjusting weight envelopes are no longer affecting the mesh. I don't think the game supports blendshapes or corrective weight shapes do they? Has anyone had a rigging issue like this that they fixed?
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trying to learn
Posts: 196
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Post by themimegogo on Mar 16, 2019 1:05:28 GMT 10
I havent encountered your issue w the neck. But that thing your having with the thigh... lol thats an age old problem. Of course there are no corrective blendshapes for our needs in this process. But, you can probable cheat it depending on what your edge loops look like in the crotch area. Keep in mind also that we almost always only see the character from behind, with a basic run cycle. Extreme leg poses are very few and far between.
That said, you have to accept certain parts of the thigh hard cutting into the crotch. Its just a matter of painting the weights in such a way where it is not so obvious.
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Post by stineranger on Mar 21, 2019 18:25:53 GMT 10
So, it appears that my textures after Hex Edit make it so the game can't load the model. Kind of stumped. Anyone ran into this and know a fix? Been stuck on this for a hot minute. Had a feeling I'd run into trouble. Sucks to fumble at the 3 yard line.
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