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Trying to make a LOD model for a custom robe... and failing


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#1
Erunamo71

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Hi.
I'm trying to make a LOD2 model for a custom robe I like ("Queen of Pain" from "HSLI Sexy Robes", in Dragon Age Nexus). This robe doesn't have a LOD2 version, and this cause a weird distortion when you look at it from distance (similar to the one described here).

The first problem is that I don't have a clue of how to use a 3d modeling program neither have any experience modeling anything.  :innocent:

Anyway... By trial and error, and comparing with another robe of the same package with a proper LOD, I managed to make a model with Gmax that works as a LOD2... more or less... Still it has some visual glitches that I don't know how to solve:

http://tinyurl.com/67rgxx8

Could anybody hint me where is the problem and how to solve it?

When I imported the original .mmh file to Gmax, I got a error message saying "Mesh HF_ROB_MOR_RobeM1 has 6 Polygons whose creation failed. Likely been duplicates." Could this be the problem? If so, is there a way to force the creation of those 6 polygons?

Thanks.

Modifié par Erunamo71, 17 janvier 2011 - 03:44 .


#2
alschemid

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It seems a bone weight problem with the model, some vertices from the hand are not controled by any bone so they go to the floor when in game. I 've made a tutorial a loooong time ago how to set bone weight in gmax here.

#3
Erunamo71

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Thanks for your answer, alschemid.

That isn`t the problem, I'm afraid. Indeed the fingers didn't have any weight, as I removed their bones while I was reducing the bone structure for the LOD2 model. But after putting weight on them (linking them to the wrist bones, the last bones on the arms) the problem remains.

Here is another picture, before and after changing to LOD2. It's difficult to see in the picture but in the game I noticed some weird change in the texture over the chest and stomach. It looks like the texture somehow collapse to the floor exactly where the GOB object it's located when I see the model in Gmax.

#4
alschemid

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How does the UV map look in Gmax? Have tried to change that?

#5
ChewyGumball

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That is a boneweight issue. Did you export both the model and the mmh? Reducing the bonestructure isn't necessary for an lod model, just the polygon count /material complexity. Mucking with a skeleton like that can cause many problems if you don't update all references to the previous skeleton.