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3ds Max experts I am requesting some help.


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7 réponses à ce sujet

#1
Bomma72

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Hi, so I am trying to give Kasumi hair because I was going to change her final convo so she looks like she is in disguise working on the crucible.  Anyhow she doesn't have a hair mesh in the game so I decided to try to attach the hair mesh I chose (from Apachii's fine hair collection) and make it all a part of the head.  I figured if I got it to work I would release it as a resource for others here.

 

5zfcpy.jpg

 

To do this I used the technique explained by the great Ottemis, which is to use a larger texture and then split it into two sections one for the face and another for the hair.  See below.

 

2uhvalu.jpg

 

This works great when there is only one texture associated with the mesh, however I ran into a problem because the head mesh has multiple textures associated with it, (eyes, neck).

 

So what is happening is that the new hair mesh doesn't have a texture associated with it when it is in the game.  I think this is because it is still seen as a whole different element by the game itself.  I tried to point it to the same texture but that didn't work.  See below. 

 

a32lqr.jpg

 

What I think I need to to is to make the new hair mesh be seen as as a part of the old head material or combined the two, see the green line which I added.  However I am not sure how to do this and the tutorials I have looked at don't really get this in depth.

 

So my question is does anyone know how to do this?



#2
Ottemis

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I think you'll want to merge the two meshes in 3ds and have the whole refer to the one texture.
Turn one of the meshes into an editable poly or add the edit poly modifier. Click 'attach' then select the other mesh.

 

One thing though, Kasumi's facial texture doesn't have a transparency channel attached to it so it's likely you won't be able to strand the hair.
In theory you could couple it to the lash texture instead as that one does have a transparency alpha, but you'd need to be sure it doesn't impact any other characters when you go this route as the lash texture is shared across the board afaik. You'd have to test around.


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#3
Bomma72

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Are you sure, it does have an alpha channel, the reason why I added it to the head was because the body doesn't have the hair texture. 

 

So you are saying it has to be editable poly when I attach it, because when they were editable meshes I did attach it an this is what I got?



#4
Ottemis

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To make two meshes into one, that's what the internet told me. I remember doing it ages back but can't even remember why now hah. But yeah I'd definitely try with one mesh, one material ID, one texture. You can delete all unused material IDs in max.



#5
Ottemis

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Alpha's on facial textures are most often the specular. You'd have to see what function is attached to it, I've not worked with Kasumi specifically so I can only comment on the general rule.



#6
Bomma72

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This one is on the diff, if I can figure this out.  :P

 

I finally just figured out that you have to unattach the material before you can even delete it in the material editor.  This is what I get for doing expert stuff without even being a novice.



#7
Ottemis

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Best to dive in headfirst from experience, but it's also why my knowledge is so lackluster lol. I just mess about really =P



#8
Bomma72

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Same here, I will get it.


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