Jump to content

Trying to add a new part on my model but...


Recommended Posts

Posted

You must add amature modiefier - call it skin and parent it to the skeleton. You also need to weight this model to this skeleton. It also need to be model made of triangles.

 

Making player models is very time consuming hard process... even adding simething simple as hat is very hard to acheive. There should be video tutorial how to make this... sadly i dont have time lately and i am not skilled enough to do it. But i suggest you one thing - look on the other part of the models and see how things looks with them. I learned from the observation and i made them myself :)

Posted

You also have to add a Ghoul 2 property to the mesh: Object -> Ghoul 2 Properties -> Add G2 properties. This will allow you to define the Ghoul 2 properties of that mesh: you can name it - and that name will be the one you'll use in the .skin file to apply a texture on it - and you can apply a specific shader to it (otherwise, if you want to define it in the .skin file, you can write [nomaterial] as shader). You can also tick the mesh as Tag or Off, but being a headband you won't need to tick them off.

Posted

You must add amature modiefier - call it skin and parent it to the skeleton. You also need to weight this model to this skeleton. It also need to be model made of triangles.

 

Making player models is very time consuming hard process... even adding simething simple as hat is very hard to acheive. There should be video tutorial how to make this... sadly i dont have time lately and i am not skilled enough to do it. But i suggest you one thing - look on the other part of the models and see how things looks with them. I learned from the observation and i made them myself :)

the playermodel is playable, i just want to add a new detail to it with the torus i'm putting on my model

Posted

You also have to add a Ghoul 2 property to the mesh: Object -> Ghoul 2 Properties -> Add G2 properties. This will allow you to define the Ghoul 2 properties of that mesh: you can name it - and that name will be the one you'll use in the .skin file to apply a texture on it - and you can apply a specific shader to it (otherwise, if you want to define it in the .skin file, you can write [nomaterial] as shader). You can also tick the mesh as Tag or Off, but being a headband you won't need to tick them off.

because of my unfamiliarity to blender, where do i find that option?

Posted

https://jkhub.org/topic/10172-blender-jka-frankenstein-modelling/

See the video tutorials, especially:

 

Skyrim to JKA

 

Click here to learn how to do it

managed to figure it out with the tutorial, thanks. now i face a new problem, when trying to export the model, it says blender can't load the surface of my model and says something like vertex without UV. what's that about?

 

how do i go about fixing this?

Posted

managed to figure it out with the tutorial, thanks. now i face a new problem, when trying to export the model, it says blender can't load the surface of my model and says something like vertex without UV. what's that about?

 

how do i go about fixing this?

 

Make sure the mesh is unwrapped (Edit Mode -> Mesh -> UV Unwrap... -> any of the options - Unwrap option gives the best results if you know how to use it well), and make sure that the UV map edges are split (selecting the "border" edges in the UV map, Edit Mode -> Mesh -> Edges -> Edge Split).

Posted

I'm honestly on the brink of giving up because trying to add the torus onto the head of my model is getting frustrating. I'd rather have a one on one conversation with someone over skype and talk my way through this because that's how irritated I am

Posted

I'm honestly on the brink of giving up because trying to add the torus onto the head of my model is getting frustrating. I'd rather have a one on one conversation with someone over skype and talk my way through this because that's how irritated I am

 

My advice would be, sleep on it and come back to it tomorrow, and if you have to re-watch the tutorial and try again. Like anything else in life the more you do it the easier it becomes. GL 

Langerd and Basil Bonehead like this
Posted

Like i said.. even adding small detail for player model is not simple. There are a lot of things you need to do to even add a smaller detail to the model.

Posted

went to bed, cooled off, followed the tutorial some more but the current problem regarding trying to export it is this:

 

https://img00.deviantart.net/ba10/i/2018/114/3/b/blender_2018_04_24_17_02_11_37_by_mr_mannface-dc9qnzz.jpg

 

what do i do?

 

Exactly this:

 

It also need to be model made of triangles.

 

To fix it, select the mesh, enter Edit Mode, then press Ctrl + T, which will make all faces of that mesh triangles.

Posted

Exactly this:

 

 

To fix it, select the mesh, enter Edit Mode, then press Ctrl + T, which will make all faces of that mesh triangles.

for some reason hitting Crtl + T does nothing, it's in edit mode and it does nothing and i have the node wrangler enabled too

Posted

Make sure you have all the faces selected (A key). If it still doesn't work, enter Edit Mode -> Mesh -> Faces -> Triangulate Faces.

Posted

got the triangulate faces things now, tried to export it again and got an error saying "could not load a vertex: unweighted vertex found!"

 

i weighted the thing, it's weight is set to 1 like in the tutorial, i checked my model i'm trying to add on, it don't get what's going on. for the umpteenth time lol (i gotta stay optimistic sometimes)

Posted

Are you sure you weighted them to the proper bone (since it's a headband, I guess it's cranium)? Check it out in Data -> Vertex Groups.

Posted

Are you sure you weighted them to the proper bone (since it's a headband, I guess it's cranium)? Check it out in Data -> Vertex Groups.

yes, i did. i don't know what else to check. i did multiple things to see if it would allow me to export the model and no results

Posted

yes, i did. i don't know what else to check. i did multiple things to see if it would allow me to export the model and no results

When you switch to weight paint mode and click on the cranium (on the vertex groups), does the entire mesh turns red?

Is cranium all in lower case? When you weighted it, was the option to show non-issue vertices selected?

Posted

When you switch to weight paint mode and click on the cranium (on the vertex groups), does the entire mesh turns red?

Is cranium all in lower case? When you weighted it, was the option to show non-issue vertices selected?

yes, yes, and where do i check that because i don't see that option?

Posted

yes, yes, and where do i check that because i don't see that option?

I am not at my computer but is on the bottom menu bar. Around 7 or 8 icons to the right of the dropdown where you select weight paint or edit mode.

Posted

I am not at my computer but is on the bottom menu bar. Around 7 or 8 icons to the right of the dropdown where you select weight paint or edit mode.

when you do get on your computer, could you take a screenshot showing where i should look because i don't know what you're referring to. i think our layouts of blender are radically different

Posted

I am not at my computer but is on the bottom menu bar. Around 7 or 8 icons to the right of the dropdown where you select weight paint or edit mode.

i think i found it, which button is it?

Posted

Sorry, got home late. When you swith to weight paint, it should be to the left of the button with a camera icon. Note: i am using Blender 2.72, some older versions of blender don’t seem to have it (or at least not were it should be).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...