Post by ruris on Feb 27, 2021 2:20:36 GMT 10
Hi,
Good day to all, I learned Daz3d and marvelous designer from scratch, and I just thought to give this a try. As you know, setting up a scene in Daz and then rendering takes a long time and lot of effort.
My main purpose is to have nice model for the dresses I made in MD and I saw that the RE2 engine is already providing a render level of result, complete with animation in cutscenes and all.
Nekopara maid dress in MD. It will be sweet if i manage to port my creation into RE2.
I've been trying to piece together the information in this forum for a while now.
Below are the steps which I've already performed to the best of my understanding.
Step 1
Get the game
Step 2
Download the RETool to unpack that 20gb PAK file.
Step 3
Setup Noesis.
You need 2 plugin here. one is to view the Texture, another to view the mesh.
If you can display those files under the native folder after unpacking, then youre good.
Step 4
Get 3dsmax
Get the RE Maxscript. Purpose is to directly open the mesh file. (and do the hardcode modding)
Step 5
Download fluffyquack mod.
Install a mod directly and test if it works.
Step 6
Ok, most prerequisite is done here I hope.
Step 7
Download the base nude model from Nexusmod.
Use the manual download to learn how to manage the file 'workflow'.
Unzip the package, and open with Noesis. check the mesh file to see which one to edit.
Step 8
Open 3dsmax, time to run the Maxscript. Open the mesh in step 7.
Do a very simple test, in this case, just highlight the tanktop and delete it.
Use the maxscript export function. It will create a new mesh file (select the original one for naming)
Check with noesis if its the expected result. If yes, delete the original file (and rename the newly created to replace it)
Step 9
If all is well, you will have 'modded' someone's creation. Voila, you're a modder (i hope).
Pack the file as rar, do some renaming to diffrentiate, and reload in Flufflyquack.
Step 10
return to 3dsmax
Use the 'standard' export to fbx or obj for the 'nude' model you have created.
If I'm not wrong, export as fbx would be more accurate for scaling.
Step 11
In this area, I will use MD to create a simple tube top since thats the only tool I'm familiar with.
Import the OBJ for the model in step 10.
There are some issue in the scaling, so got to mess around a bit.
Step 12
(in MD)
Create the top and save/export as OBJ 'Tube top'.
Step 13
Return to 3dsmax
Use the standard import for 'Tube Top'.
Ok, this is the part which I'm currently stuck at.
Some thread mention that I need to click on both the 'body' and 'Tube top' object, then use the Maxscript to export.
I tried that but all I got is a naked body and the texture that can be viewed through Noesis dissappeared altogether. I supposed thats due to the additional mesh/polygon from the tube top.
Zeratul video is a bit confusing but he showed some additional step where I need to mess around with the LOD.
Anyway, if anybody has overcome this part, do let me know.
I will update again if I figure it out.
Good day to all, I learned Daz3d and marvelous designer from scratch, and I just thought to give this a try. As you know, setting up a scene in Daz and then rendering takes a long time and lot of effort.
My main purpose is to have nice model for the dresses I made in MD and I saw that the RE2 engine is already providing a render level of result, complete with animation in cutscenes and all.
Nekopara maid dress in MD. It will be sweet if i manage to port my creation into RE2.
I've been trying to piece together the information in this forum for a while now.
Below are the steps which I've already performed to the best of my understanding.
Step 1
Get the game
Step 2
Download the RETool to unpack that 20gb PAK file.
Step 3
Setup Noesis.
You need 2 plugin here. one is to view the Texture, another to view the mesh.
If you can display those files under the native folder after unpacking, then youre good.
Step 4
Get 3dsmax
Get the RE Maxscript. Purpose is to directly open the mesh file. (and do the hardcode modding)
Step 5
Download fluffyquack mod.
Install a mod directly and test if it works.
Step 6
Ok, most prerequisite is done here I hope.
Step 7
Download the base nude model from Nexusmod.
Use the manual download to learn how to manage the file 'workflow'.
Unzip the package, and open with Noesis. check the mesh file to see which one to edit.
Step 8
Open 3dsmax, time to run the Maxscript. Open the mesh in step 7.
Do a very simple test, in this case, just highlight the tanktop and delete it.
Use the maxscript export function. It will create a new mesh file (select the original one for naming)
Check with noesis if its the expected result. If yes, delete the original file (and rename the newly created to replace it)
Step 9
If all is well, you will have 'modded' someone's creation. Voila, you're a modder (i hope).
Pack the file as rar, do some renaming to diffrentiate, and reload in Flufflyquack.
Step 10
return to 3dsmax
Use the 'standard' export to fbx or obj for the 'nude' model you have created.
If I'm not wrong, export as fbx would be more accurate for scaling.
Step 11
In this area, I will use MD to create a simple tube top since thats the only tool I'm familiar with.
Import the OBJ for the model in step 10.
There are some issue in the scaling, so got to mess around a bit.
Step 12
(in MD)
Create the top and save/export as OBJ 'Tube top'.
Step 13
Return to 3dsmax
Use the standard import for 'Tube Top'.
Ok, this is the part which I'm currently stuck at.
Some thread mention that I need to click on both the 'body' and 'Tube top' object, then use the Maxscript to export.
I tried that but all I got is a naked body and the texture that can be viewed through Noesis dissappeared altogether. I supposed thats due to the additional mesh/polygon from the tube top.
Zeratul video is a bit confusing but he showed some additional step where I need to mess around with the LOD.
Anyway, if anybody has overcome this part, do let me know.
I will update again if I figure it out.