Up until now I have played with creating a few hair styles by modifying existing ones in blender (which is growing on me even though I would prefer to work on Maya) and I wanted to try modeling a new armor but here I hit a lot of problems if I try using the same method I used before (open, work and replace with the NewByPower scripts), so before I spend hours on this has anyone built a custom armor mesh successfully yet? are there any tuts out there for that? I don't mean the re-texturing I want to take the leather armor and change the way it looks completely.
Thanks!
A few questions about custom meshes
Débuté par
RavitalDaniel
, janv. 06 2010 04:29
#1
Posté 06 janvier 2010 - 04:29
#2
Posté 06 janvier 2010 - 04:57
I do not know how the blender scripts work
However, if you could somehow get it into gmax, you could use my script which should work fine. The problem would be getting it into gmax with bones and a skin. I don't think obj does that. I don't know what other formats you can get into gmax.
#3
Posté 06 janvier 2010 - 06:14
gmax? I know Maya,3dsmax and now blender but never heard of gmax. Is that a 3d program? can I import the original mesh from the game with your script and model in it?
#4
Posté 06 janvier 2010 - 07:21
GMax was the free, cut down version of 3DS Max 4. It was discontinued years ago, but is still available for free from TurboSquid - http://www.turbosquid.com/gmax
It's pretty hamstrung on file formats, although you can get around this partially using scripts. There is an OBJ import/export script, but OBJ doesn't have bone/weighting info, so it's only useful for static meshes. You'd probably have to go via the MD5 format to get animated meshes into GMax, but you'd almost certainly lose too much data in the process. If you wanted to bring in a base mesh via OBJ and do all the weighting and bone placement in GMax, that would certainly be a viable route.
It's pretty hamstrung on file formats, although you can get around this partially using scripts. There is an OBJ import/export script, but OBJ doesn't have bone/weighting info, so it's only useful for static meshes. You'd probably have to go via the MD5 format to get animated meshes into GMax, but you'd almost certainly lose too much data in the process. If you wanted to bring in a base mesh via OBJ and do all the weighting and bone placement in GMax, that would certainly be a viable route.
Modifié par DarthParametric, 06 janvier 2010 - 07:22 .
#5
Posté 06 janvier 2010 - 08:17
sorry for all the questions but I got the scripts for 3ds max and I got the mesh and bones into it using the fbx and it comes with the skin modifier already there (which i have to remove if i want to do changes to the mesh) the only question I have left is the reskinning process once I have the mesh modified, I can project the old skin weights on the parts that I don't change but is the skinning process the same as any other skinning? I know it might sound stupid but all the skinning I did so far were for rigs I built myself and never for a game engine.
#6
Posté 08 janvier 2010 - 02:52
DAO has a bone affect limit of 4. Thats all i think is to it.
I would say, look if you are able to export it to the game, before u make any lenghty changes. I do have slight problems yet.
I would say, look if you are able to export it to the game, before u make any lenghty changes. I do have slight problems yet.
#7
Posté 09 janvier 2010 - 10:19
If you are not a 3D graphics professional (i.e. do not have access to 3DSMax), you should consider using Blender instead. NewByPower's Blender scripts are quite well done.
http://social.bioware.com/project/899/
http://social.bioware.com/project/899/
#8
Posté 09 janvier 2010 - 12:53
The thing is I do have access to Maya and Max and I prefer to use either of them over Blender since I don't really know Blender to that level, not even sure how the skinning works in blender.
#9
Posté 09 janvier 2010 - 07:41
It was just a general comment for all who may be reading the thread, but the Blender scripts will map back to the original textures as long as your changes aren't too drastic.RavitalDaniel wrote...
The thing is I do have access to Maya and Max and I prefer to use either of them over Blender since I don't really know Blender to that level, not even sure how the skinning works in blender.
Since the Blender scripts were the first to be done to my liking, I ended up teaching myself how to use it, and that's where all of my DA:O work is currently stored.
When you import a mesh with the Blender scripts, you can just use the UV view (drop down to the right of "Help" in menu bar, and select UV) to load a texture image, and position your faces on it. You can do seaming changes, and unwrap the model too, but it will not map back to the original textures if you do a new unwrapping.





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