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Everything posted by Archangel35757
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That bit of flesh is called the "Lacrimal Caruncle" ...and if you pull your eyelid down and look in the mirror you'll see it has a bumpy look to it. Here is the latest head/face work-in-progress shot (WIP49b -- I cleaned up the ear a bit...): Presently, I'm working on the inner mouth area now (teeth, tongue, etc.): Regarding the teeth... the upper teeth are just about done-- I'll meld these into an overall single mesh object later. One thing about the game mouth, or game characters in general... they typically tend to model the teeth on a straight plane-- when in reality the teeth follow the curvature of the jaw. As far as outfits/clothing goes... I was planning to make her a few different variations: flight suit/mechanic garb, tight leather pants (commando-type outfit), some kind of civil/jedi clothing variant. I'm open to suggestions.
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Because all of the base models are not scaled correctly W.R.T. the player/characters. How do you know if the correct scale is too big? Maybe the map hanger should be bigger?
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Is it scaled correctly against the in-game player size?
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PIXAR releases Noncommercial RenderMan
Archangel35757 replied to CrimsonStrife's topic in Art, Media & Technology
It should work even on a single worskstation. There are also export plugins for 3dsMax (@ maxplugins.de) that support exporting to renderman's RIB format. -
So far, I've been working on finishing the Hi-Def mesh so that I can get to a weighted mesh and start building the 3ds Max Facial-Rig/Lip-Sync GUI. This GUI will use PRAAT (www.praat.org) for generating the phonemes from a provided sound file... I've written a function to read the PRAAT utf8 text file results for phoneme parsing. The 3ds Max GUI will provide a button to export the resulting phonemes & visemes into the file formats you requested. So in regards to the GUI and it's functionality-- it's still in the conceptual phase. I could probably also export the facial bones into the other game format that uses that face editor (...for those not using 3ds Max). My plan was to use as many of the legacy face bones as possible-- and only add new ones where needed. EDIT: But if a model is weighted to the new face.GLA then it would be needed in game-- regardless if you have it do expressions or lip-sync during actual gameplay.
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You won't notice any big difference in UI from Max 5 thru 2010... just more capability.
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File front IIRC and the models are in a folder called "models" may have been submitted by Keshire.
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@@Cerez -- what GLM file are you trying to import? If you downloaded the Raven released dotXSI model files then you can simply import the dotXSI file with my Maxscript dotXSI importer (but you'll need to migrate to the Max7 at least). Remember that GLM character models are scaled down to 64% of original size-- so you'll have to rescale the imported model by a factor of 1.5625.
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UPDATE (WIP48): So here's the latest head mesh... So I think the face mesh is satisfactory... now I just need to work on the mouth slit, teeth and inner mouth cavity... I also still need to smooth a little bit on the backside of the skull... and snap some verts back together along the face/head border... naturally I need to give her: hair, better eyelashes, eyebrows. From this angle it looks like I need to tweak the front of the ear lobe to be a bit closer to the face/jaw: One thing I did modeling-wise that might help others is... I cloned the the face mesh as a Reference -- this means any changes to the mesh (either to the original or reference will change them both)... so I aligned the reference clones of the original mesh as best I could to some ISO views and then worked on the original face to help flush it out.
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I started a Han Solo model... alas, it's still lying in my pile of WIPs.
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The Jedi Knight enhanced skeleton will include all of the JK2 bones-- and then some new ones as well.
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@@Cerez -- Skin Wrap modifier was added in Max7. There is a download link to older, free, legal trial versions for Max 7 & 8 in my ROFF WIP thread.
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It's not just a matter of weighting the mesh to the skeleton in the root basepose... you need to add some simple deforming animations to the joints to test out your weighting. You refine it further then so as to optimize it for joint deformations.
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Use the .Skin file to turn off surfaces underneath garments-- if your model is intended to have an un-cloaked/un-robed version... otherwise do like @@minilogoguy18 and delete the underlying hidden geometry.
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@@Asgarath83, bone = joint = bone... they are the same thing-- just different names in different software.
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That does not mean they used all the bones... right? It is reading that bone count value from the GLA You compile against right? But I see your point... you would need to recompile the legacy model against the new GLA. Maybe the metadata of the GLM file could be hacked to reflect the new GLA bone count-- as long as all the bone names used are consistent.
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@@Cerez, Since you are using 3ds Max then use my dotXSI Maxscript importer and import either Kyle or Luke on one of the facial animations... the skin weights will be imported and you can study how they weighted areas of the face to the relevant facial bones.
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Some modders don't weight their face mesh to the mouth bones, and their model compiles and plays against the GLA just fine. So if you weight to less bones then you should be OK (as long as the bones you weight to are contained within the GLA), no?
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Would it truly break compatibility? If a "new" JKA skeleton were compiled against all the source animations and added back all of the omitted JO & SoF2 bones-- then the legacy JKA characters should work just fine with the new GLA (even if they don't weight any vertices to the restored bones), no? At most it would only require importing the legacy JKA character root pose with my Maxscript importer and recompiling As-Is against the "new" GLA-- not changing any weights, etc.
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One reason for the Stormtroopers bafoonery & bad aim in Ep. IV is that Vader wanted them (heroes) to escape with the tracker installed on the ship. But in my opinion these animated shows and later movies take it too far to the point of idiocy.
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Rebels?!
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Re-examine the scaling... they seem too big compared to player.
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Maybe they come from a secret room?
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Whoever came up with that saber concept at Disney should be fired-- along with everyone in that approval chain!