Aller au contenu

Photo

Mass Effect 3 Models in 3ds max help?


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
Gearsofwarowns

Gearsofwarowns
  • Members
  • 174 messages
 I'm not entirely sure whether or not this is in the right forum, or allowed to be discussed (although nothing i've read signals otherwise)

Recently I had a pretty cool idea in my head about making a movie similar to Haloid but using Mass Effect 3 models and the newer 3DS max rendering system, but I've hit a few snags and would like to reach out to this great community to see if anyone else likes tinkering with Max :D


1. Skin Textures. Most skin textures are based on a gray-ish color that (obviously) doesn't work well without any sort of modification. Mass Effect must use some kind of effect to add proper skin tones from one base texture. Could this be replicated, or must i modify the texture itself?

2. Facial animations. ...Where are they? I've been able to extract several animations from the game and they make GREAT learning tools and quality-standards, but the facial animations appear to be stored in a whole different way. Does anyone know anything about this?

3. Animation Importing. When importing an animation to a character that has multiple meshes (One for the head, one for the body for example. I.E Liara.) the face gets severely screwed up, even with animations that are supposed to correspond to the applied mesh (included in the same pcc file) Is this normal? Is it fixable?

If anyone can shed any sort of light on these little issues I've encountered, it'd help me GREATLY and put me on the path to making something tangible and great.

I'm still not entirely sure if this kind of talk is allowed, but here's hoping :D

#2
ElectronicPostingInterface

ElectronicPostingInterface
  • Members
  • 3 789 messages
It's very much like other talk going on, so no worries.

I have no idea _how_ to help you, but someone else can.

#3
Gearsofwarowns

Gearsofwarowns
  • Members
  • 174 messages

PKchu wrote...

It's very much like other talk going on, so no worries.

I have no idea _how_ to help you, but someone else can.


Thanks!

I certainly hope somone can. I've seen some pretty cool 3ds max animations around these parts..

#4
SlipperyHammer

SlipperyHammer
  • Members
  • 105 messages
Howdy there!

Are you looking to make something like this? (ignore the slow animations)

www.youtube.com/watch

Everything was made using game assets.
Let me know if you are looking for something like that, I'll be happy to give you a general "picture" over the whole process later today (Currently rendering something for the Tali face mod, but will have time after that).

PS: I used 3ds max Posted Image

#5
bodzaital

bodzaital
  • Members
  • 111 messages
I suggest asking on the facepunch forums, they imported most ME3 models to the Source Engine through 3DS, I think they can help you.

#6
Gearsofwarowns

Gearsofwarowns
  • Members
  • 174 messages

SlipperyHammer wrote...

Howdy there!

Are you looking to make something like this? (ignore the slow animations)

www.youtube.com/watch

Everything was made using game assets.
Let me know if you are looking for something like that, I'll be happy to give you a general "picture" over the whole process later today (Currently rendering something for the Tali face mod, but will have time after that).

PS: I used 3ds max Posted Image


Yes! That's astoundingly similar to what I had in mind. Any and all help you can give me would be MUCH appreciated! (Also: Tali face mod? Hm...)







bodzaital wrote...

I suggest asking on the facepunch forums, they imported most ME3 models to the Source Engine through 3DS, I think they can help you.


This is sort of a last resort. I've seen the imports and they're shoddy at best. They may have the know-how, but i'd rather ask here first. Thanks for the reply though!

#7
WarrantyVoider

WarrantyVoider
  • Members
  • 131 messages

Gearsofwarowns wrote..

2. Facial animations. ...Where are they? I've been able to extract several animations from the game and they make GREAT learning tools and quality-standards, but the facial animations appear to be stored in a whole different way. Does anyone know anything about this?.
3. Animation Importing. When importing an animation to a character that has multiple meshes (One for the head, one for the body for example. I.E Liara.) the face gets severely screwed up, even with animations that are supposed to correspond to the applied mesh (included in the same pcc file) Is this normal? Is it fixable?


2. I guess you are looking for FaceFX assets in pccs

3. does it look like this?: me3explorer.freeforums.org/post685.html#p685

Modifié par WarrantyVoider, 27 décembre 2012 - 11:13 .


#8
BobTheAndroid

BobTheAndroid
  • Members
  • 139 messages
Hi, I am thinking of making my own Indoc Theory ending (video).
And I was thinking is there someone who could help me with a few shots of Reapers being destroyed via conventional victory?
Is it possible? Or too difficult?

Thanks!

#9
Gearsofwarowns

Gearsofwarowns
  • Members
  • 174 messages

WarrantyVoider wrote...

Gearsofwarowns wrote..

2. Facial animations. ...Where are they? I've been able to extract several animations from the game and they make GREAT learning tools and quality-standards, but the facial animations appear to be stored in a whole different way. Does anyone know anything about this?.
3. Animation Importing. When importing an animation to a character that has multiple meshes (One for the head, one for the body for example. I.E Liara.) the face gets severely screwed up, even with animations that are supposed to correspond to the applied mesh (included in the same pcc file) Is this normal? Is it fixable?


2. I guess you are looking for FaceFX assets in pccs

3. does it look like this?: me3explorer.freeforums.org/post685.html#p685

hmm facefx. Sounds familiar. Hope this is what I need.

No, it looks way worse than that. I'll post a screenshot

#10
SlipperyHammer

SlipperyHammer
  • Members
  • 105 messages

Gearsofwarowns wrote...


1. Skin Textures. Most skin textures are based on a gray-ish color that (obviously) doesn't work well without any sort of modification. Mass Effect must use some kind of effect to add proper skin tones from one base texture. Could this be replicated, or must i modify the texture itself?

2. Facial animations. ...Where are they? I've been able to extract several animations from the game and they make GREAT learning tools and quality-standards, but the facial animations appear to be stored in a whole different way. Does anyone know anything about this?

3. Animation Importing. When importing an animation to a character that has multiple meshes (One for the head, one for the body for example. I.E Liara.) the face gets severely screwed up, even with animations that are supposed to correspond to the applied mesh (included in the same pcc file) Is this normal? Is it fixable?


Before you start, in what way did you extract the model from the game? Did you use umodel or ME3explorer?
I also presume that you are using the "ActorXImporter" script to import the models to 3ds max?

1. You have to go in to the "Material editor". Press "M" as a shortcut Posted Image.
How much experience do you have with 3ds max? Have you used the material editor before? If no then this might take a while to get the hang of.

2. Yeah, Like WarrantyVoider said, they are using FaceFX to use facial expressions. I've never bothered with it myself. But I'll have a little look to see what options are available. I'll get back to you with this one.

3. This is also a bit of a tricky one. When you use the ActorXImporter it has a tendency to "help" to much. So in some cases it tries to move the position of certain facial controls (like the "headbase"). Thus we get something like this:

Posted Image

If it happens, just import Liaras body (or whoever you are trying to animate). Nothing else should be added to the scene.
Add the animation to the body (and yes, you will now have a dancing headless model Posted Image).
Select the whole model and all of its Controls. Go up the "Animation" tab. Click on Save animation. Save it as something appropriate (Liara dance 1 etc.).
Now, go back to your original saved Liara version (where she has a head). Select all bones from "God" to "Head", then skip all the facial Control bones, and select all bones from "Pelvis" to "RFIK".
Once you have them all selected, go back to the "Animation" tab, select "Load animation", and load it. Hopefully you will now have a dancing Liara (with a head Posted Image).

Let me know if there's any problems. In the end it might be easier for me to make a youtube tutorial for everyone.

Modifié par SlipperyHammer, 28 décembre 2012 - 01:56 .


#11
SlipperyHammer

SlipperyHammer
  • Members
  • 105 messages

BobTheAndroid wrote...

Hi, I am thinking of making my own Indoc Theory ending (video).
And I was thinking is there someone who could help me with a few shots of Reapers being destroyed via conventional victory?
Is it possible? Or too difficult?

Thanks!


Howdy there BobTheAndroid!

Regarding your question about the Reapers:
Is it possible? Yupp.
Difficult? Well, it depends. Are you thinking about a picture, or an animation?
Time consuming? OH yes! It's very fiddly, and you can sink in many days/weeks/months to a project. But it could be done.

Unfortunently I'm very busy atm with my own "ME3: Impure squad" machinima and a "Tali face mod". Hopefully someone else here can help you.
Good luck. If you have any questions, feel free to send them my way.

#12
Gearsofwarowns

Gearsofwarowns
  • Members
  • 174 messages
Thanks so much SlipperyHammer! This will definitely help me out.

I'm rather new to 3ds max, but I have used the material editor before, although im not very good at it how would you go about editing skin tones in the material editor? I'd assume there's a more proper way of doing it than simply adding an rgb tint layer

#13
SlipperyHammer

SlipperyHammer
  • Members
  • 105 messages

Gearsofwarowns wrote...

Thanks so much SlipperyHammer! This will definitely help me out.

I'm rather new to 3ds max, but I have used the material editor before, although im not very good at it how would you go about editing skin tones in the material editor? I'd assume there's a more proper way of doing it than simply adding an rgb tint layer


No problem Posted Image.

Well, oddly enough, if I were to use one method from 3ds max, it would be the rgb tint layor. You can go in and edit the textures within 3ds max. But that's even more fiddly work (In my opinion Posted Image). Only time I use 3d max is to enable effects or certain patterns for armors. For example: The patterns for the multiplayer characters. Seeing as most of them are stored in a rgb texture.
Pattern "A" is red color, "B" is blue, "C" is green and so on.

But you can also do this in external programs like Photoshop, After Effects etc.
You will have more control to add more unique features for each texture, it's also easier to use (again personal preference Posted Image).


Hopefully this answered you question. Let me know if you bump in to any problems

#14
Gearsofwarowns

Gearsofwarowns
  • Members
  • 174 messages

SlipperyHammer wrote...
No problem Posted Image.

Well, oddly enough, if I were to use one method from 3ds max, it would be the rgb tint layor. You can go in and edit the textures within 3ds max. But that's even more fiddly work (In my opinion Posted Image). Only time I use 3d max is to enable effects or certain patterns for armors. For example: The patterns for the multiplayer characters. Seeing as most of them are stored in a rgb texture.
Pattern "A" is red color, "B" is blue, "C" is green and so on.

But you can also do this in external programs like Photoshop, After Effects etc.
You will have more control to add more unique features for each texture, it's also easier to use (again personal preference Posted Image).


Hopefully this answered you question. Let me know if you bump in to any problems



 
Ah. I hoped that wasn't the case. Alright, I suppose I can manage. Thanks so much for your help!