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Mandolorians without the Antenna on their helmets.


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You don't need to edit the base Fett model in Blender, you can just disable that part of the helmet through the .skin file. Unless you want to keep the side panels that are part of the surface too.

 

If you want to -just- get rid of the antenna part but keep those side panels, that's also simple to achieve in Blender:

 

1. Import model.

2. Select the head_com surface.

2b. Press 'M' in Object mode to move to another work tab for convenience.

3. Enter Wireframe mode, then Edit Mode.

4. Press B and draw a selection box to select most of the antenna, as much as you can get without vertices from the other parts of the model. It isn't necessary to be absolutely precise, so long as only vertices from the antenna are selected.

4b. Wireframe mode is important for this to ensure that when vertices overlap one another, you are selecting them all and not just the top-most one (as happens in Solid or Textured Views).

5. Press CTRL+L to 'Select Linked'. So long as you have most of the antenna vertices selected, Blender will then select the rest of the vertices that are 'linked' to the ones you have selected. i.e. it will expand the selection far enough to allow a clean 'cut' from the rest of the model.

5a. You can test if you have a clean cut by pressing G and trying to move the selected antenna away from the rest of the model. If it does so without dragging other parts of the surface with it, you can safely delete.

6. Rinse and repeat for the LODs (ones ending in _1 and _2).

7. Export. Recommended you do so to a custom folder, though, and not the base 'boba_fett' one.

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You guys need to learn to think outside of the box, there is an easier way.

 

Add an alpha channel to the texture where the antenna is on the texture sheet and make a transparent shader so that the antenna is rendered as fully transparent.

 

Works equally well (have used such a method for various clone skins in the past) but I assume OP wants to use the final result in their machinima comic - which means they want to be able to greenscreen the model via Modview. Alpha channels tend not to render properly in that tool, with different levels of transparency based on the relevant surface's place in the model hierarchy.

 

Besides, editing the model in Blender takes literally two minutes.

Luckxzs likes this
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You don't need to edit the base Fett model in Blender, you can just disable that part of the helmet through the .skin file. Unless you want to keep the side panels that are part of the surface too.

 

If you want to -just- get rid of the antenna part but keep those side panels, that's also simple to achieve in Blender:

 

1. Import model.

2. Select the head_com surface.

2b. Press 'M' in Object mode to move to another work tab for convenience.

3. Enter Wireframe mode, then Edit Mode.

4. Press B and draw a selection box to select most of the antenna, as much as you can get without vertices from the other parts of the model. It isn't necessary to be absolutely precise, so long as only vertices from the antenna are selected.

4b. Wireframe mode is important for this to ensure that when vertices overlap one another, you are selecting them all and not just the top-most one (as happens in Solid or Textured Views).

5. Press CTRL+L to 'Select Linked'. So long as you have most of the antenna vertices selected, Blender will then select the rest of the vertices that are 'linked' to the ones you have selected. i.e. it will expand the selection far enough to allow a clean 'cut' from the rest of the model.

5a. You can test if you have a clean cut by pressing G and trying to move the selected antenna away from the rest of the model. If it does so without dragging other parts of the surface with it, you can safely delete.

6. Rinse and repeat for the LODs (ones ending in _1 and _2).

7. Export. Recommended you do so to a custom folder, though, and not the base 'boba_fett' one.

 

You're the man, you taught me this before but I lost the chatlogs, this will be helpful.

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