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Post by Warhammer_81 on Dec 22, 2020 16:40:40 GMT
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Post by swooton on Dec 22, 2020 18:34:50 GMT
Outstanding! Thank you so much.
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Post by dlight on Dec 22, 2020 22:05:54 GMT
mind if i ask why? it comes out "just fine" with the rig intact. yeh... tbf the weightpaint on the head is pretty bad. but that's the deal with free/ripped models, i guess.
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Post by Rancor022 on Dec 25, 2020 0:48:17 GMT
BadHorse didn't you post a tutorial at one point on removing damage from certain SWBF meshes? For example I'm trying to do something with parts of the Venator right now, and I'm trying to figure out if there's a way to remove the damaged sections without having to select the polygons by hand. I'm using C4D though, so I'm not sure if the same principles would apply.
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Post by BadHorse on Dec 25, 2020 5:30:54 GMT
BadHorse didn't you post a tutorial at one point on removing damage from certain SWBF meshes? For example I'm trying to do something with parts of the Venator right now, and I'm trying to figure out if there's a way to remove the damaged sections without having to select the polygons by hand. I'm using C4D though, so I'm not sure if the same principles would apply. I did, but it involved using 3DS Max, and I've since changed it up a little bit. I'm away from my PC for the next few days, so I'm going off of my memory, but it's something like this: - Most important thing is that you make sure your FBX is exported with bones and skin. If it doesn't include them and/or if your editor can't manipulate them, you're out of luck. - Then you have to figure out which bone controls the skin that includes the battle damage. This is usually a trial and error process that involves selecting/translating each bone individually and seeing which part of the mesh moves. If you get the wrong bone just hit undo and try another. - When you have the right bone, you have a couple choices. I used to just drag the battle damage clear of the undamaged mesh so that you can easily select and delete it, but I've noticed that deleting part of a mesh can cause some unpredictable behavior when it comes to vertex normals. Your other option is to select the battle damaged mesh, and set its scale to zero. This is essentially the way the game engine toggles the damaged mesh on/off. Since it's not actually deleted, the vertex normals are preserved. Unfortunately, you're now carrying extra unused mesh in your model. It can also cause problems if you have to do any texture re-baking with that model. Hopefully that helps.
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Post by Rancor022 on Dec 25, 2020 6:42:49 GMT
BadHorse didn't you post a tutorial at one point on removing damage from certain SWBF meshes? For example I'm trying to do something with parts of the Venator right now, and I'm trying to figure out if there's a way to remove the damaged sections without having to select the polygons by hand. I'm using C4D though, so I'm not sure if the same principles would apply. I did, but it involved using 3DS Max, and I've since changed it up a little bit. I'm away from my PC for the next few days, so I'm going off of my memory, but it's something like this: - Most important thing is that you make sure your FBX is exported with bones and skin. If it doesn't include them and/or if your editor can't manipulate them, you're out of luck. - Then you have to figure out which bone controls the skin that includes the battle damage. This is usually a trial and error process that involves selecting/translating each bone individually and seeing which part of the mesh moves. If you get the wrong bone just hit undo and try another. - When you have the right bone, you have a couple choices. I used to just drag the battle damage clear of the undamaged mesh so that you can easily select and delete it, but I've noticed that deleting part of a mesh can cause some unpredictable behavior when it comes to vertex normals. Your other option is to select the battle damaged mesh, and set its scale to zero. This is essentially the way the game engine toggles the damaged mesh on/off. Since it's not actually deleted, the vertex normals are preserved. Unfortunately, you're now carrying extra unused mesh in your model. It can also cause problems if you have to do any texture re-baking with that model. Hopefully that helps. Yeah unfortunately the Venator doesn't seem to have any bones or skin. Looks like I'll have to attempt to remove them by hand. Thanks anyway though!
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Post by BadHorse on Dec 25, 2020 13:09:37 GMT
I did, but it involved using 3DS Max, and I've since changed it up a little bit. I'm away from my PC for the next few days, so I'm going off of my memory, but it's something like this: - Most important thing is that you make sure your FBX is exported with bones and skin. If it doesn't include them and/or if your editor can't manipulate them, you're out of luck. - Then you have to figure out which bone controls the skin that includes the battle damage. This is usually a trial and error process that involves selecting/translating each bone individually and seeing which part of the mesh moves. If you get the wrong bone just hit undo and try another. - When you have the right bone, you have a couple choices. I used to just drag the battle damage clear of the undamaged mesh so that you can easily select and delete it, but I've noticed that deleting part of a mesh can cause some unpredictable behavior when it comes to vertex normals. Your other option is to select the battle damaged mesh, and set its scale to zero. This is essentially the way the game engine toggles the damaged mesh on/off. Since it's not actually deleted, the vertex normals are preserved. Unfortunately, you're now carrying extra unused mesh in your model. It can also cause problems if you have to do any texture re-baking with that model. Hopefully that helps. Yeah unfortunately the Venator doesn't seem to have any bones or skin. Looks like I'll have to attempt to remove them by hand. Thanks anyway though! The Venator definitely should have bones and skin on its battle-damaged composite meshes. If you're using the Frosty alpha to extract/export, that could be your problem. The Frosty alpha does not export composite meshes correctly with bones/skins.
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Post by Rancor022 on Dec 25, 2020 21:16:55 GMT
Yeah unfortunately the Venator doesn't seem to have any bones or skin. Looks like I'll have to attempt to remove them by hand. Thanks anyway though! The Venator definitely should have bones and skin on its battle-damaged composite meshes. If you're using the Frosty alpha to extract/export, that could be your problem. The Frosty alpha does not export composite meshes correctly with bones/skins. Ah yes indeed I was! Thanks for the tip, I'll try the previous build instead.
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Post by yohanpriefer1 on Dec 27, 2020 3:46:19 GMT
hello im looking for rebels recon assets model ect
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Post by Warhammer_81 on Dec 27, 2020 7:35:51 GMT
Hello I'm looking for Rebels Recon assets, models, etc. I know this may be a bit confusing but which Rebels game exactly are you looking to get assets from? There are several with similar names. Here are all the 2D assets from Star Wars Rebels: Recon Missions The only 3D models in the game are for the vehicles and levels, the characters are all made up of 2D sprites. Assets from Star Wars Rebels: Rebel Strike were shared back on the old Facepunch forums.
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Post by keybladegames1 on Dec 27, 2020 21:19:05 GMT
Hello I'm looking for Rebels Recon assets, models, etc. I know this may be a bit confusing but which Rebels game exactly are you looking to get assets from? There are several with similar names. Here are the assets from Star Wars Rebels: Recon Missions There are only 3D models for the vehicles and levels, the characters are made of 2D sprites. Assets from Star Wars Rebels: Rebel Strike were shared back on the old Facepunch forums. Well he did say "Recon assets" so probably recon missions
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Post by branden5001 on Dec 28, 2020 0:37:53 GMT
hi I'm sorry for asking again but I'm looking for the Vader model from Jedi challenges if anyone has one please I'm sorry if I'm being annoying
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Post by Warhammer_81 on Dec 28, 2020 5:07:00 GMT
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Post by swuspeedy on Dec 28, 2020 15:46:12 GMT
Some more updates to my Daz Conversions folder: The Kowakian weight-mapping around the neck and shoulders had some issues, so hopefully I have fixed that (in the v2 file only). I've also added fiber-based hair to that file; it's a wearable that's already on the Kowakian model. The old fur is still there if desired. Gozanti cruiser has pose controls for the pylons, landing gear, and turrets. There's also a wearable preset for Boba Fett's gear, for Genesis 8 Male. I don't know if the model files are necessary for wearable presets, or if everything is included inside the Daz file, but they're there if needed. The helmet and jetpack are simply props, because otherwise they'd be affected by morphs and poses (causing some strange skewing in the mesh). His cape is rigged with 5 separate cape bones, but also with dForce settings, so you can simulate it after posing.
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Dec 28, 2020 15:55:44 GMT
Some more updates to my Daz Conversions folder: The Kowakian weight-mapping around the neck and shoulders had some issues, so hopefully I have fixed that (in the v2 file only). I've also added fiber-based hair to that file; it's a wearable that's already on the Kowakian model. The old fur is still there if desired. Gozanti cruiser has pose controls for the pylons, landing gear, and turrets. There's also a wearable preset for Boba Fett's gear, for Genesis 8 Male. I don't know if the model files are necessary for wearable presets, or if everything is included inside the Daz file, but they're there if needed. The helmet and jetpack are simply props, because otherwise they'd be affected by morphs and poses (causing some strange skewing in the mesh). His cape is rigged with 5 separate cape bones, but also with dForce settings, so you can simulate it after posing. Thank you!
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Post by swuspeedy on Dec 28, 2020 19:30:33 GMT
No problem! Let me know if the wearable doesn't work; I'm still unclear on what some of the Daz file dependencies are.
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Post by Servius on Dec 29, 2020 5:51:47 GMT
Howdy folks, been a while and a half. I was contacted in regards to this model: trello.com/c/VizUZWxXThey asked me if someone had the interior for it. Does someone have a complete upload they could send in please? Please and thank you, Ily in advance! It is an Escape Pod from Jedi Fallen Order Attachments:
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equus
New Member Lvl 3
Posts: 29
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Post by equus on Dec 29, 2020 18:22:36 GMT
Howdy folks, been a while and a half. I was contacted in regards to this model: trello.com/c/VizUZWxXThey asked me if someone had the interior for it. Does someone have a complete upload they could send in please? Please and thank you, Ily in advance! It is an Escape Pod from Jedi Fallen Order
Here you go
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Post by swuspeedy on Jan 3, 2021 15:22:29 GMT
I keep finding better ways to make these clothing items in Daz, so naturally I have to redo what I've done before. Now the clothes can have smoothing modifiers added without destroying the meshes, and you can convert to SubD if desired (I don't know if this has any benefit). DAZ ConversionsI updated Boba Fett's gear, to correct glove issues and fix the meshes for smoothing/SubD. There's an Imperial Officer wearable, and Obi-Wan's Jedi armour. For Obi-Wan's armour, the cloth and skirt items have dForce simulation settings on them, and the skirt front panel has some bones for pose correction.
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Post by vision0815 on Jan 5, 2021 1:08:40 GMT
thanks a lot for the great assets. It would be incredible if you would make a "how to guide" for converting assets to daz assets. I myself failed miserably more then once
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Post by swuspeedy on Jan 5, 2021 13:40:24 GMT
thanks a lot for the great assets. It would be incredible if you would make a "how to guide" for converting assets to daz assets. I myself failed miserably more then once
Oh man, the process is such a bear; I'm hoping I can streamline it before I put together any kind of tutorial. To give you a bit of an idea, here's the general process I'm using: 1. Load the fbx into Blender. 2. Remove the low quality LODs. 3. Clean up the mesh (merge by distance). This allows for smoothing and SubD to work without splitting the mesh apart. 4. Pose everything to match G8M (or G8F). Gloves tend to need to be posed separately from body pieces. 5. Export as obj. 6. Load base figure (G8M or G8F) in Daz and import whichever obj you want to work on. 7. Use a combination of smoothing and mesh grabber to make any final adjustments to the clothing mesh so it fits the figure better. 8. Save final objs. 9. Use Transfer Utility to rig up the item as clothing on the base figure. 10. Tweak any weight map issues (there tends to be underarm problems with the upper-body clothes, which cause weird stretching when the arms are raised). That's for typical clothing items. For any unusual ones like skirts and capes, I'll have to add in extra bones and then weight map them. Gloves are even more of a beast, since Transfer Utility doesn't always separate the fingers very cleanly. You'll get situations where moving an individual finger will deform another one. So I have to adjust the face groups and weight mapping for each finger. As you can see, it's a bit of a bear, but once it's done, you can use any of the base figure morphs and generally the morphs will work without any issues.
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Post by vision0815 on Jan 5, 2021 14:27:25 GMT
Thanks a lot man
gonna try it later
I love the stuff you did
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Post by Omega91 on Jan 7, 2021 4:22:50 GMT
Anyone have the Jango Fett model from Bounty Hunter?
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Post by umbra0912 on Jan 7, 2021 20:31:06 GMT
Has anyone been able to successfully rip Pod Racer files from the PC version of Star Wars Episode 1 Racer? I know there are a number of user made scripts out there but none seem to work for me and my only partial success has been with 3D Ripper DX on the Racer Selection screen.
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Post by Warhammer_81 on Jan 8, 2021 18:48:31 GMT
Has anyone been able to successfully rip Pod Racer files from the PC version of Star Wars Episode 1 Racer? I know there are a number of user made scripts out there but none seem to work for me and my only partial success has been with 3D Ripper DX on the Racer Selection screen. I have all the racer models but they are in a bunch of pieces due to the method I used to rip them. The best way to get the models would be to extract them using this tool: github.com/Olganix/Sw_Racer/ The only problem is you will have to compile the source code into a usable executable first using C11 Toolchain, CMake, and TinyXML.
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dac
Regular Poster Lvl 1
Posts: 103
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Post by dac on Jan 10, 2021 0:52:33 GMT
Anyone know of any other sources for a Razorcrest model that might be a bit higher res than the Fortnite one?
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Post by Warhammer_81 on Jan 10, 2021 2:24:06 GMT
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dac
Regular Poster Lvl 1
Posts: 103
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Post by dac on Jan 10, 2021 4:40:32 GMT
Fair enough, guess i'll stick with making my own version then.
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Post by ubald007 on Jan 11, 2021 17:56:36 GMT
Dose anyone happen to know if there is a Bo Katan Westar-35 Blaster some where?. CHEERs.
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Post by dlight on Jan 11, 2021 23:47:15 GMT
who actually models characters in here? just for fun. i do sometimes. i always model ref, ofc. a couple hours of work and retopo. still has a flat ass. lol. the paintjob gon' be nuts tho. lots of joy. greetz bob ^_^ i.imgur.com/GDowfSB.jpg
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