trying to learn
Posts: 196
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Post by themimegogo on Apr 5, 2020 0:10:43 GMT 10
Been wanting to do this for a while now. The mesh already comes with its own skeleton and very nicely done skinning. At a certain scale, his body almost matches Carlos' proportions perfectly.
The challenges I have ahead of me: - surgically transferring skinning over to Carlo's skeleton - organizing Taskmaster's submeshes and texture files to match Carlos'
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Post by colonelfaulkner on Apr 5, 2020 0:19:21 GMT 10
THAT combined w/ your Ultron for Nemesis = DOPE!
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trying to learn
Posts: 196
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Post by themimegogo on Apr 5, 2020 4:05:26 GMT 10
THAT combined w/ your Ultron for Nemesis = DOPE!
Thanks Mate!
Thought I would share this for anyone who might find the info useful.
The red skeleton belongs to Carlos.
This Taskmaster model already comes with its OWN skeleton, with its own very nice and snug envelope (skin wrap)
In Principle: When we use a skinwrap modifier in 3DS max, we are basically telling a mesh to 'obey' the skin behavior of the object we selected (i.e the target game asset), but unless you convert it to skin, it will remain dependent on the original target mesh. When you convert a "skin wrap" to "skin" unless the mess perfectly fits the bones, you will need to do clean up on the mesh... this process is called Skinning.
Skinning (editing skin weights) is one of the few things I hate about the rigging process. It's tedious, and one can easily make disastrous mistakes if one isn't careful.
Since THIS Taskamster already has a skeleton, I just need to modify the skeleton names to match that of Carlos, in order to "trick" 3DS max into thinking that Carlo's skeleton was its original skeleton. The skinning on Taskmaster is already nice, and I am not keen to re-do it form scratch (by just relying on the skin wrap - convert to skin method).
Anyway yeah, I expect to still do some skinning even after i transfer the skin onto carlos' skeleton, but it will mostly be minor clean up. I hope.
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trying to learn
Posts: 196
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Post by themimegogo on Apr 26, 2020 6:27:04 GMT 10
Finally got back around to working on Taskmaster. It's been a real struggle getting to this point - the OG model was made up of 14 different individual parts, each with its own texture. Had to do a lot of asset management to get to this point. pretty happy with how it's turning out. but i still need to clean up skinning and do some work on the texture
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Post by colonelfaulkner on Apr 26, 2020 9:18:03 GMT 10
A-M-A-Z-I-N-G! From the pics alone I'd say: it'll tops the RE2 version which I still liked very much to this day!
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I WON'T DO ANY REQUESTS AT THE MOMENT
Posts: 555
Original Join Date: Feb 22 2012
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Post by ZERO on Apr 26, 2020 9:40:09 GMT 10
Hahahahahah yes mate rig is a painful process but I wouldn't do it other way. Unless someone finds a way of editing the mdf files to add or remove stuff without breaking the game XD.
But nice work mate keep it up.
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trying to learn
Posts: 196
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Post by themimegogo on May 1, 2020 22:15:19 GMT 10
I had to roll - back a lot of things because i did because I found some problems with the mesh I had initially I need - redo the UVs again, BUT as I was testing mesh exporting .... What's happening is that - within my DCC (Maya and 3DS Max) the skinning of the mesh is working just fine, as intended. But the moment I use the script to export the new mesh - certain parts go flying off in all directions.
Before Export (the feet's vertices are correctly assigned to feet bones)
after export, those same vertices - for unknown reasons - get weighted / assigned to the thumb bones O.O
I'm currently stuck trying to troubleshoot this problem - if I fix this, fix the UVs then this mod will be ready for deployment. My initial thoughts is that maybe upon export - the index numbers of the individual vertices get mixed up - which could result in vertices in the feet suddenly being weighted to finger or hand bones. That or something else entirely. I post this here - in the hopes that maybe someone has encountered this issue and has advice on a fix for it. Peace! Wash your hands, stay clean, stay safe.
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Posts: 82
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Post by Rhodes on May 2, 2020 3:35:45 GMT 10
Looks so dope
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