mind telling me how i could get the file to you? it seems like it's too big to upload on here.Thomason1005 wrote:if you upload the file i can take a look at it
Search found 32 matches
- Thu Apr 13, 2017 4:28 pm
- Forum: Modding
- Topic: using the color map in blender
- Replies: 8
- Views: 1898
Re: using the color map in blender
aaand i finally hacked into my own account. i deeply apologize. i accidentally locked myself out, and its been over 3 months!
- Sat Dec 24, 2016 10:10 am
- Forum: Modding
- Topic: using the color map in blender
- Replies: 8
- Views: 1898
Re: using the color map in blender
Ah, thanks! that helped a lot, the only thing i need to figure out now is how to actually see the result. I don't understand why, but it doesn't show up in textures, or materials. Its just grey.
did I do something incorrectly?
did I do something incorrectly?
- Tue Dec 20, 2016 3:45 pm
- Forum: Modding
- Topic: using the color map in blender
- Replies: 8
- Views: 1898
Re: using the color map in blender
i have noticed a node that has something to do with mixing the textures. is that in blender, or do you need an addon for that?
- Mon Dec 19, 2016 11:28 pm
- Forum: Modding
- Topic: using the color map in blender
- Replies: 8
- Views: 1898
Re: using the color map in blender
Someone tried to tell me how to do it, but i didn't understand, and i couldn't see half of the picture. -thank you! that was me :D I don't think Blender's real time 3D view is advanced enough to show things like the roughness map from blender 2.78+ upwards, most of the nodes for materials are suppo...
- Sun Dec 18, 2016 6:57 pm
- Forum: Modding
- Topic: using the color map in blender
- Replies: 8
- Views: 1898
using the color map in blender
From what i was told: overgrowth uses 3 textures. a normal texture a color map and *something else, i forgot* those are used when changing colors on characters correct? if so, what i'm trying to do is get that to work in blender... like im trying to get the textures to change colors in blender like ...
- Wed Nov 30, 2016 6:36 am
- Forum: Modding
- Topic: Phenomes...
- Replies: 4
- Views: 2636
Re: Phenomes...
Than you for taking the time to type that! It helped me a lot to understand how morph targets work.
-thank you!
-thank you!
- Sun Nov 27, 2016 10:46 am
- Forum: Modding
- Topic: Phenomes...
- Replies: 4
- Views: 2636
Re: Phenomes...
I see... so how do you use morph targets in blender? Last time I tried to do that, someone told me to use the shrink wrap modifier...didn't turn out that great.
- Wed Nov 23, 2016 8:39 pm
- Forum: Modding
- Topic: Phenomes...
- Replies: 4
- Views: 2636
Phenomes...
I remeber watching an update video for overgrowth. *forgot which version it was* there was dialog going on between 2 rabbits. The lip syncing was pretty darn good, so I was wondering if they were using morph targets *again* or if they made phenomes for the characters.
- Mon Nov 14, 2016 10:24 am
- Forum: Modding
- Topic: eye textures.
- Replies: 4
- Views: 1217
Re: eye textures.
I'm guessing that the front detachable pair of eyes are the set that moves right?
*and if it's separate wouldn't that mean I would have to go back, and separately apply the texture to the front pair of eyes?*
*and if it's separate wouldn't that mean I would have to go back, and separately apply the texture to the front pair of eyes?*
- Fri Nov 11, 2016 8:25 pm
- Forum: Modding
- Topic: eye textures.
- Replies: 4
- Views: 1217
eye textures.
I was looking at the cat model in blender, and decided to apply the texture. I then noticed that the eyes were just mini versions of the whole texture. I looked inside the head, and noticed that the correct textures for the eyes are shown in the head. So the eyes are pretty much inside out. Anyone k...
- Fri Oct 28, 2016 6:50 am
- Forum: Modding
- Topic: Overgrowth animations
- Replies: 9
- Views: 3753
Re: Overgrowth animations
Oh, that makes sense....but what about the eyes? The mesh doesn't have separate eyes. How do they move?
- Fri Oct 28, 2016 6:47 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Rigs, and textures.
- Replies: 20
- Views: 4435
Re: Rigs, and textures.
Oh...I do apologize...I didn't see that.
My bad!
My bad!
- Thu Oct 27, 2016 12:08 pm
- Forum: Modding
- Topic: Overgrowth animations
- Replies: 9
- Views: 3753
Re: Overgrowth animations
I would think that there is a full rig for all characters becuase when you play the game, their eyes move/blink, the mouth opens, and they can pick up weapons... ....Wait a second If you make animations for a mod then you would of done something with the fingers right? The fingers only have one bone...
- Thu Oct 27, 2016 8:41 am
- Forum: Modding
- Topic: Overgrowth animations
- Replies: 9
- Views: 3753
Re: Overgrowth animations
I'm talking about the animation files used in the original game. I don't use the rigs in the blend files folder becuase half the fingers are rigged, and I can't move the eyes or open the mouth.
*im guessing the complete rig is in the skeletons folder correct?*
*im guessing the complete rig is in the skeletons folder correct?*
- Thu Oct 27, 2016 6:33 am
- Forum: Modding
- Topic: Overgrowth animations
- Replies: 9
- Views: 3753
Re: Overgrowth animations
The blend files folder only has rigs and physics blend files *for me*
Would they happen to be in the animations folder?
Would they happen to be in the animations folder?