Another custom rabbit WIP
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- official Wolfire heckler
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Re: Another custom rabbit WIP
To the people who are downloading that skeleton in the previous post:
- The archive is password-protected
- You can't do anything with the files inside the archive without the matching mesh
- The archive is password-protected
- You can't do anything with the files inside the archive without the matching mesh
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- Posts: 52
- Joined: Fri May 28, 2010 2:39 pm
Re: Another custom rabbit WIP
Awesome rudel_ic!
I wasn't expecting a return so quickly ... and a great screenie to boot!
Well I will have to look at it in game now and hope nothing is too glaringly wrong; if so I won't be too long in making temp fix replacement textures.
And soon .. the morph targets.
I wasn't expecting a return so quickly ... and a great screenie to boot!
Well I will have to look at it in game now and hope nothing is too glaringly wrong; if so I won't be too long in making temp fix replacement textures.
And soon .. the morph targets.
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Re: Another custom rabbit WIP
The export script worked ... perfectly.
An initial look and I am happy with the results.
Looks like I will make some placeholder textures, then try morph targets.
An initial look and I am happy with the results.
Looks like I will make some placeholder textures, then try morph targets.
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Re: Another custom rabbit WIP
Wintastic.
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Re: Another custom rabbit WIP
Finally figured out how to take screenshots; F1 and it saves to a screenshots directory.
Has preliminary textures, some of which are fugly.
There is some weirdness in the rig. There's a couple things I want to try and improve, which means I may be re-doing quite a bit.
I still do not quite get how the bloodfur decal works. Currently getting punched by wolves gets the blood, but in odd places that line up with the old models UVs.
time for trial and error with model variations.
Has preliminary textures, some of which are fugly.
There is some weirdness in the rig. There's a couple things I want to try and improve, which means I may be re-doing quite a bit.
I still do not quite get how the bloodfur decal works. Currently getting punched by wolves gets the blood, but in odd places that line up with the old models UVs.
time for trial and error with model variations.
Re: Another custom rabbit WIP
My god, it's full of win.
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- Joined: Fri May 28, 2010 2:39 pm
Re: Another custom rabbit WIP
progress report:
- torso area improved for in game display
- armpit hole repaired (a bastard job that should have been easy)
- improved UVs (which means all textures need re-doing)
ToDo:
- textures
- morph targets
- textures for the 5 mods
- torso area improved for in game display
- armpit hole repaired (a bastard job that should have been easy)
- improved UVs (which means all textures need re-doing)
ToDo:
- textures
- morph targets
- textures for the 5 mods
Re: Another custom rabbit WIP
If you have problems with the UV textures, try to open the wireframe texture from lugaru's texture folder and unwrap the mesh as close to it as possible. That way, everything will be in place, and you can use the old textures. Just a suggestion.
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Re: Another custom rabbit WIP
An interesting suggestion, but I will pass for a number of reasons. The biggest being: I am not having 'problems' with UV textures. And I do not want to use the original model's textures. I do most of my texture painting on the model in maya and I recently decided I should also use mudbox which came bundled with it. Both programs painting tools work best if the model has good UVs.Noz wrote:If you have problems with the UV textures, try to open the wireframe texture from lugaru's texture folder and unwrap the mesh as close to it as possible. That way, everything will be in place, and you can use the old textures. Just a suggestion.
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Re: Another custom rabbit WIP
succesful addition of some morph targets - rabbit blinks, wags tail.
note to rudel_ic regarding import/export scripts:
my OBJs are imported with the vertex groups and an additional vertex group for the object's name in maya (rabbit) - exporting the object can only have the 15 vertex groups - s0 -> s14 [an observation]
Best results, I need to have s14 highlighted (but not selected) in blender's vertex group panel or outliner - without such, strange behaviours occur. perhaps it would be the same if I always had say, s0 highlighted.
note to rudel_ic regarding import/export scripts:
my OBJs are imported with the vertex groups and an additional vertex group for the object's name in maya (rabbit) - exporting the object can only have the 15 vertex groups - s0 -> s14 [an observation]
Best results, I need to have s14 highlighted (but not selected) in blender's vertex group panel or outliner - without such, strange behaviours occur. perhaps it would be the same if I always had say, s0 highlighted.
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Re: Another custom rabbit WIP
Well, I hope you can just delete that extra vertex group without any issues.PsychotropicDog wrote:succesful addition of some morph targets - rabbit blinks, wags tail.
note to rudel_ic regarding import/export scripts:
my OBJs are imported with the vertex groups and an additional vertex group for the object's name in maya (rabbit) - exporting the object can only have the 15 vertex groups - s0 -> s14 [an observation]
Can you be more specific? When do you have to have s14 highlighted? What strange behaviour?Best results, I need to have s14 highlighted (but not selected) in blender's vertex group panel or outliner - without such, strange behaviours occur. perhaps it would be the same if I always had say, s0 highlighted.
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Re: Another custom rabbit WIP
Deleting extra vertex groups is not a problem in blender, so long as the vertex group panel is used, and not deleting the verts themselves.
Likewise with making sure s14 is the highlighted group in the vertex panel (and/or the outliner in blender) though it is not actually selected. The strange behaviour is as the old export code, something screws up, possibly in that joint order, and in game the model is obviously not right, with stretched things in the wrong places.. Maybe I am just being superstitious.
I highlight this before export of solids and the skeleton merging.
I could actually test it and see if selecting s5 or s(whatever) would make a difference, but I am done the morph targets, and it never went wrong when I kept s14 marked as above.
Likewise with making sure s14 is the highlighted group in the vertex panel (and/or the outliner in blender) though it is not actually selected. The strange behaviour is as the old export code, something screws up, possibly in that joint order, and in game the model is obviously not right, with stretched things in the wrong places.. Maybe I am just being superstitious.
I highlight this before export of solids and the skeleton merging.
I could actually test it and see if selecting s5 or s(whatever) would make a difference, but I am done the morph targets, and it never went wrong when I kept s14 marked as above.
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- official Wolfire heckler
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Re: Another custom rabbit WIP
That's weird. Sounds like a mistake on my part.
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Re: Another custom rabbit WIP
Well, I decided to do a lower res model as well.
On the skeleton merge, when I get to the 'joint location merge' step, when the skeleton is selected it's s14 is highlighted in the vertex group panel. It might be blender picks a vert group by default, how it determines which one I do not know.
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So.. the morph targets are done, the low res is done, one good fur texture is done.
On the skeleton merge, when I get to the 'joint location merge' step, when the skeleton is selected it's s14 is highlighted in the vertex group panel. It might be blender picks a vert group by default, how it determines which one I do not know.
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So.. the morph targets are done, the low res is done, one good fur texture is done.
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- Posts: 52
- Joined: Fri May 28, 2010 2:39 pm
Re: Another custom rabbit WIP
Does anyone know the level of compression if any on the fur jpg's ?