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Post by BadHorse on Dec 2, 2020 2:50:03 GMT
BadHorse , Wow, just curious are you using blender or something else? KeyShot 9.
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Post by BadHorse on Dec 3, 2020 23:37:42 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair!
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Post by slagothor on Dec 4, 2020 2:26:46 GMT
"Free chair!" Awesomeness! Thanks for the great work!
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Post by slagothor on Dec 4, 2020 2:35:39 GMT
I mainly use these models for 3D printing. I've yet to come across a game model which I didn't have to correct or repair. I mainly use Sketchup and I have a good workflow down and if you know it's limitations, you can work around them (precision at small dimensions). I would love to hear what anyone else is using. Tips and techniques are always appreciated. And I will gladly share what I've learned from correcting game models for 3D printing. Oh, and to the contributors, thank you for all your hard work! You know who you are!
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Post by BadHorse on Dec 4, 2020 2:44:58 GMT
Forgot to mention, I also included my own special “Galaga” variant of the pit computer screen (look closely).
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Post by flipdark95 on Dec 4, 2020 3:00:26 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! It's okay, this is probably the first time I've actually seen a chair in a Imperial room anyway lol.
But yeah, excellent job dude! I've been converting some of the character models from Squadrons to DAZ3D, so I'll be able to make a render of Rae Sloane with this pretty soon
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Post by flipdark95 on Dec 4, 2020 7:33:50 GMT
Just had a question though, none of the textures are assigned when I open the FBX file up in Blender, will I need to reassign the textures manually?
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Post by BadHorse on Dec 4, 2020 13:39:59 GMT
Just had a question though, none of the textures are assigned when I open the FBX file up in Blender, will I need to reassign the textures manually? Yes
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Dec 4, 2020 14:00:51 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! It's okay, this is probably the first time I've actually seen a chair in a Imperial room anyway lol.
But yeah, excellent job dude! I've been converting some of the character models from Squadrons to DAZ3D, so I'll be able to make a render of Rae Sloane with this pretty soon Hi flipdark95. It would be great if you could share those DAZ3D models! I’ve been looking for a good tutorial about converting models to Daz ,with no luck. Do you know of any good tutorial? Thanks
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Dec 4, 2020 14:04:07 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! BadHorse, thank you for this wonderful model. Really appreciate your effort
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Post by rscott on Dec 4, 2020 14:13:47 GMT
Just had a question though, none of the textures are assigned when I open the FBX file up in Blender, will I need to reassign the textures manually? Yes as BadHorse said... Just select an object and create a NEW material for it...Best part about this is you can rename to something that makes sense to you instead of 68768798990934734.mat you can now just call it "Floor Texture"...and you won't have those gazillion textures assigned to the file any more!!
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Post by swuspeedy on Dec 5, 2020 3:04:08 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! It's okay, this is probably the first time I've actually seen a chair in a Imperial room anyway lol.
But yeah, excellent job dude! I've been converting some of the character models from Squadrons to DAZ3D, so I'll be able to make a render of Rae Sloane with this pretty soon How are you converting the characters to DAZ3D? Are you ending up re-rigging them or what? Thanks!
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Post by flipdark95 on Dec 5, 2020 4:34:48 GMT
^Nope, what I'm doing is taking the original model, making a character morph of their facial features, and transferring their skin textures using Wrap3D. I then import a modified DAZ body into DAZ to make a morph out of it, creating what I think is a fairly accurate and full body model of them.
It doesn't work with everything, but it's definitely worth doing. You can find tutorials on how to do it through Shinteo on youtube or through their Patreon.
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Post by swuspeedy on Dec 5, 2020 14:17:55 GMT
^Nope, what I'm doing is taking the original model, making a character morph of their facial features, and transferring their skin textures using Wrap3D. I then import a modified DAZ body into DAZ to make a morph out of it, creating what I think is a fairly accurate and full body model of them. It doesn't work with everything, but it's definitely worth doing. You can find tutorials on how to do it through Shinteo on youtube or through their Patreon. Ohh I see, so you're capturing the faces and converting them to one of the Genesis figures. Who have you done so far?
I've been taking kind of the opposite approach: creating wearables out of clothing and alien heads. For instance, I can put the Nikto head on a figure as sort of a mask; it even has limited expression capabilities. For clothes, unfortunately, the mesh quality is often quite poor so doesn't work well for conversion.
I've also rigged from scratch a couple models: the BX Commando as well as a Kowakian monkey-lizard model I got from somewhere I can't remember.
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Post by stargate38 on Dec 5, 2020 16:37:52 GMT
swuspeedy, any chance you could share that Kowakian monkey lizard model?
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Post by swuspeedy on Dec 5, 2020 18:08:49 GMT
swuspeedy , any chance you could share that Kowakian monkey lizard model? The original is from here:
As for the Daz rigged version, I'll see what I can do. I'm not entirely sure how the file structure is handled in Daz for a scene subset, and how the model is linked to that. I also want to see if I can improve the rigging a little bit first.
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Post by flipdark95 on Dec 6, 2020 3:54:54 GMT
Ohh I see, so you're capturing the faces and converting them to one of the Genesis figures. Who have you done so far?
I've been taking kind of the opposite approach: creating wearables out of clothing and alien heads. For instance, I can put the Nikto head on a figure as sort of a mask; it even has limited expression capabilities. For clothes, unfortunately, the mesh quality is often quite poor so doesn't work well for conversion.
I've also rigged from scratch a couple models: the BX Commando as well as a Kowakian monkey-lizard model I got from somewhere I can't remember.
So far I've done Rae Sloane, Rella Sol and Havina Vonreg. That's ignoring the roughly twenty or so other character morphs of done characters from the other star wars games and movies too lol.
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Post by swuspeedy on Dec 6, 2020 14:24:24 GMT
Ohh I see, so you're capturing the faces and converting them to one of the Genesis figures. Who have you done so far?
I've been taking kind of the opposite approach: creating wearables out of clothing and alien heads. For instance, I can put the Nikto head on a figure as sort of a mask; it even has limited expression capabilities. For clothes, unfortunately, the mesh quality is often quite poor so doesn't work well for conversion.
I've also rigged from scratch a couple models: the BX Commando as well as a Kowakian monkey-lizard model I got from somewhere I can't remember.
So far I've done Rae Sloane, Rella Sol and Havina Vonreg. That's ignoring the roughly twenty or so other character morphs of done characters from the other star wars games and movies too lol. Ohhh reallly? Where might one get those character morphs?
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Post by BadHorse on Dec 6, 2020 19:47:42 GMT
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Post by swuspeedy on Dec 6, 2020 23:08:50 GMT
The latest project (Nadiri dockyards). So far the meshes have been reasonably well-behaved, but I expect that the texture work is going to take a very long time. ... Holy crap! And good luck!
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Post by BadHorse on Dec 7, 2020 0:30:00 GMT
The latest project (Nadiri dockyards). So far the meshes have been reasonably well-behaved, but I expect that the texture work is going to take a very long time. ... Holy crap! And good luck! Thanks, I'm going to need it. Nearly every component mesh uses 2 UV channels so lots of re-baking of textures, and 3DS Max (required to run the assembly script) sometimes just refuses to load the UV mappings for some meshes, forcing me to use a workaround repair. Fun times. At least all of the 1,653 component meshes (4.1Mtriangles) seem to have assembled nicely.
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Post by swuspeedy on Dec 7, 2020 1:09:20 GMT
...1,653 component meshes (4.1Mtriangles)... My computer died loading this text....
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Post by flipdark95 on Dec 7, 2020 2:05:48 GMT
So far I've done Rae Sloane, Rella Sol and Havina Vonreg. That's ignoring the roughly twenty or so other character morphs of done characters from the other star wars games and movies too lol. Ohhh reallly? Where might one get those character morphs? Well, currently I have no idea how to actually export these morphs for use yet, so they're still not published unfortunately. I can export the characters out for use in Blender and things like that, but the morphs themselves are something I still need to look into.
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Post by swuspeedy on Dec 7, 2020 2:35:56 GMT
Ohhh reallly? Where might one get those character morphs? Well, currently I have no idea how to actually export these morphs for use yet, so they're still not published unfortunately. I can export the characters out for use in Blender and things like that, but the morphs themselves are something I still need to look into. Yeah, that's a tough one. You could try uploading a character as a scene subset, then I can load it and see what it says is missing.
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Post by flipdark95 on Dec 7, 2020 3:24:32 GMT
I'm tempted to, but I hate doing it that way because it means you'll have to track down outfits and whatnot that you might not have. Might end up doing that though
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Post by jonslynn on Dec 7, 2020 4:25:24 GMT
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Post by swuspeedy on Dec 7, 2020 13:54:16 GMT
I'm tempted to, but I hate doing it that way because it means you'll have to track down outfits and whatnot that you might not have. Might end up doing that though I don't need to worry about the outfits, really, just the character morphs. I can just ignore any outfits I don't have.
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Post by BadHorse on Dec 8, 2020 1:30:49 GMT
BadHorse , Thanks for sharing these great models! Sweet -- nicely done.
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Post by BadHorse on Dec 8, 2020 18:59:03 GMT
Not a big deal, but the icons are already in the game assets.
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Post by Rancor022 on Dec 12, 2020 4:09:44 GMT
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