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Posts posted by AshuraDX
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I am currently writing a Maxscript that will allow you to easily fix the screwed up bones coming from importing a Noesis GLM==>>FBX file.
When I'm finished I'll send it to @@AshuraDX to upload in the Utilities section for me.
that will be uploaded together with the tutorial
, should make sure that it works properly first
Archangel35757 likes this -
@@Barricade24 I see you creeping the filequeue all night allready
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so @@DT85 sent me a compiled version of OJK + rend2
now I can't set up rend2, I tried
cl_renderer rd-rend2_x86 & cl_renderer rd-rend2, both followedf up by either a vid restart or restarting the game entirely - but after the restart it would still tell me it was set to rd-vanilla
EDIT : after deleting all OJK files from my gamedata folder and adding the new ones it seems to work, now I jsut need a test map....
EDIT2 : new version of the shaders and textures : https://www.dropbox.com/s/c37dkb54ddp6thy/HUGEDL44_v2.pk3?dl=0
something I noticed : are damage marks on glm meshes broken ? I shot it and then it had random white rectangles drawn all over it, not even in the location the shot hit it
Sovietskiy Partizan likes this -
@@Xycaleth - @@DT85 just noticed that my spec texture did not contain the gloss map in alpha, aswell as the diffuse texture came without Transparency, saved my tgas wrong as I barely use them ^^U
here are the fixed textures https://www.dropbox.com/s/igttcwkp8we5mo9/overwrite.zip?dl=0
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this was textured using the Quixel DDO legacy version and should look like this
I usually work in Allegorithmics substance suite nowadays
EDIT : I also jsut remembered that the DL44 normal map has no parallax in Alpha
Bek likes this -
usually - yes but in this case you allready have a textured lowpoly mesh and getting details to match between a new sculpt and that lowpoly is a pain in the assI usually prefer to do real sculpts instead. Painting is better suited for surface details.
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@@Xycaleth : here you go https://www.dropbox.com/s/fqz72sdesxej7ch/HUGEDL44.pk3?dl=0
as of now it's still uploading since the textures are all in 2k and uncompressed 24 bit TGAsdid not get the at-st ready yet but I got the humansize DL44 done
includes :
DL44_rend2_d.tga - diffuse with Transparency in Alpha
DL44_rend2_s.tga - Specular with Gloss in Alpha
DL44_rend2_n.tga - Normal with height/displacement/Parallax in Alpha
Raz0r, Xycaleth, Sovietskiy Partizan and 1 other like this -
I allways though it looked stupid
why would the eyes show highlights on opposing sides ? there's no explanation for that
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@@Cerez fine then
something else I noticed : are the eye balls sepperate meshes ? if so mirror one of them to get rid of the mirrored eye highlights
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@@Psyk0Sith instead of using crazy bump I'd trace the important features in substance painter - effectively "paint-sculpting" a normal map on the lowpoly mesh
@@Xycaleth about the rend2 gloss maps - common setup ? white is glossy, black is dull ?
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oh dear - it's me again posting here
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@@minilogoguy18 I have that somewhere, yeah - needs to be altered a little to use the gloss though
will get some test models packaged up and sent your way tomorrow evening @@Xycaleth
Tempust85 likes this -
her eyes eem to be too far apart
, just mov ethose vertices a bit towards the center
textures look nice !
Cerez likes this -
the saber looks like this one : http://jkhub.org/files/file/268-backhand-lightsabers/
only looked at a single screenshot from Movie duels though
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I actually see some hard seams in your screenshots, similar to what I ended up with. Hard to say until testing in game.
these are from the UV Seams Carcass is responisble for creating that nasty effect
I have found a way to fix that though using the noesis pipeline and some 3ds max "trickery" - tutorial incoming as soon as I got the pipeline for importing, editing and reexporting models to and from 3ds max down
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Cool, I'll give it a shot. If it breaks the lighting I'd be back to the same issue I was having with the Blender plugin. Fingers crossed.
look at my screenshots showing the imported alora - looks pretty fine to me
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@@DT85 I forgot to ask, does your method keep the normals intact?
yes it should do so, I only get the breaks at UV seams in max, caused by the split vertices (which you could probably fix using the normals modifier in 3ds max)
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I think I love you @@Xycaleth
Tempust85 and Mandalorian like this -
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@@DT85 the scaling is no problem at all - just don't scale the model on conversion from FBX to GLM !
simply alter this :
-scale 0.64 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla
to this :
-scale 1.0 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla
that should do the trick
otherwise the scale command should also be possible to use when converting glm to fbx making
my current option setup :
-scale 1.5625 -rotate 90 0 0
I'll try to find a command that fixes bone orientation - if reexporting and converting to glm does not work with the skewed skeleton
about weighting caps - that's what I was doing from the very beginning
EDIT :
got a close to correct hierarchy and correct scale using these commands :
-scale 1.5625 -rotate 90 0 0 -hiefrombones
also think I may have found a fix for the skewed bone pivots... if they are all skewed the same
EDIT 2 :
imported the fbx into your max skeleton @@DT85 oddly the model is still very small - way to small even though the scale parameter was set correctly
EDIT 3 :
-scale 3.953 -rotate 90 0 0
model scale is now correct (according to your max8 skeleton)
bones are still a friggin mess but somehow the mesh hierarchy looks correct now
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@@AshuraDX -- I'll be compiling a dotXSI exporter for 3dsMax 2015/2016 soon... life has me busy ATM.
we don't have all mdoels from JKA or user made models in .xsi
so this will be REALLY handy for people wanting to make quick edits to models
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justn oticed the hierarchy was screwed up - so I'll have to rearrange that I guess- i'll keep you briefed @@Azatha
greetings everybody
in Introductions
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welcome and Enjoy your stay !