Tirpider's Hex-Crafting Request Thread

Started by {TcF}Dr.Penguin, April 10, 2012, 09:34:00 PM

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Your skins are looking better than the model. Great work, Unit 33!

Quote from: Unit 33 on April 27, 2012, 07:15:22 AM
And with the face... well you mainly see the character from the back so if there's slight discrepancies then oh no[!].

I am thinking this one will get a nice revisit to clean up the face geometry.
I would like to see a new model for the female head and face.
Once I get to actually learning how XSI works. I might try it then.
For now, we work with what we have. :)

I'll try to wrap up the hair and get a proper msh to you today or tonight. Perhaps seeing this closer to completion will help you feel better.

Nice work with rebel captain! Just like I imagine it! He cud be also be alternative reskined to old republic trooper, if somebody interesting this era...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Female Head Conversion
[spoiler][/spoiler]
The circle on the neck is the last neck point to move.
It was projecting through the collar, but could stand to be budged back about -0.005.

The circlies on the cheek are definately man-like (I think It's based on Mr. H. Ford's face, what's more manly than that?)
I am going to try to find them and poke em in just a bit.

The nose...
There are just no points to move.

Not much, but progress, none-the-less.

Quote from: tirpider on April 27, 2012, 12:43:44 PM
I'll try to wrap up the hair and get a proper msh to you today or tonight. Perhaps seeing this closer to completion will help you feel better.
Oh if I came across as defeatist it's due to having a horrible cold.

So let me just check which targas are involved...


.StormTrooper Luke for the Face (and pads... or is a separate StormTrooper being used?
.Marksman for the body
.And Anakin for the hair.

Riiight?



Quote from: tirpider on April 27, 2012, 02:11:27 PM
The circlies on the cheek are definately man-like (I think It's based on Mr. H. Ford's face, what's more manly than that?)
I am going to try to find them and poke em in just a bit.

Aye I think narrowing this area would slim it to a more feminine shape... thing. :panic:

April 27, 2012, 02:51:30 PM #79 Last Edit: April 27, 2012, 04:15:43 PM by tirpider
Right now the active targa files are :
bf1 - All_Inf_marksman.tga - (body)
bf2 - all_inf_stormtrooperluke.tga - (kneepads)(head/face)
bf2 - rep_inf_ep3anakin.tga - (hair)

heh.. there are 10 textures refferenced in my MATL right now.. a total mess.
I'm cleaning up the tga's right now, and I think I can get it down to 2 textures.
I'm thinking I can move the hair to the trooper tga as none of the UV's overlap.
(It will be about 30 min to an hour.. I don't know if this will hose the transpearancy for the hair.)

BTW, starting with this model forward, the sources and edits are in a nice neat, self contained build folder that can be unzipped and worked on again. (or zipped up and locked in the dungeon.. er.. backup drive ;) )

-edit
Yeah, combining the hair and head tga did not work.
It might be because I use paint.net, it might be because I don't understand alpha channels.
So the 3 textures above are it.
Expand the spoiler to see my fail... ;)
[spoiler]the grey areas in the brown mullet are supposed to be transpearant.[/spoiler]

Hey tirp, can you hex edit the SWBF2 cloths onto the appropriate models? If so I think you should make an asset pack of clothed units.
=AaTc= Forever

SALLY....

-Retired Modder

I got no cloth magic.

For cloth in general:
Vertex locations and UV's can simply be copied
The weights need to be expanded to each vertex, instead of key points
Vertex Normals need to be created.
A triangle strip needs to be created for it.
Then a high res sv_ needs to be made.

I don't know how to make normals, and strip creation is a huge undertaking with a spreadsheet.

It's possible, but the roadblocks are huge.

Oh... Nevermind then.
=AaTc= Forever

SALLY....

-Retired Modder

April 27, 2012, 08:21:41 PM #83 Last Edit: April 28, 2012, 09:33:24 PM by tirpider
However, like this female head, if someone can make it in a modeling program and get it into a msh, I can work with it.
(I haven't hacked any other model formats yet ;) )

All that would be important is the geometry, normals, UV's and tri strips.
I can fake weights, (more complex ones might get wierd and take longer,) and if the strips are there, I can even rebuild the unused polygon chunks.

That would be much quicker (and better quality) than trying to convert the cloth outside of XSI.

-edit
Head before and after / progress (300 kb image) without hair addon
[spoiler][/spoiler]
I don't know about more female like, but removing the adam's apple certainly shaved some age of it.
I need to put some chin back on her.

-update
whew
I think thats it for the main msh (till a better head/hair combo can be found)
[spoiler]
Made the back of the hair meet the head better.
Trimmed and moved the kneepads a bit.
Pushed back the bits of the head that were poking through the hair.[/spoiler]
Now to do her shadow and low res. (should be pretty easy, comparativly)

@Unit 33  - (dev updated) if you want any changes, let me know.
Also, if any of the other skins require more/less/or different packs, those are quick edits.

Brill!
I do indeed here some cheeky quick edits that you really don't have to do;
Please may I have one model without the kneepads, and one model with the rebel back-pack.


The end.

3 total
base + (     kneepads / no backpack)
base + (no kneepads / no backpack)
base + (     kneepads /      backpack)
You got it.

We can work out filenames just after everyone is done.

Well that's awfully good of you. Thanks a lot!

Progress...
[spoiler]
with and without kneepads and the backpack:

The light gray areas are the shadow volume.

[/spoiler]

Shadows done and tested
lowres done being tested now
OverrideTextures being tested

Also, the lowres do not refrence the hair tga. (No lowres model for it)

(no new dev model atm)

Just curious have you worked on Obi at all recently? (No problem if you haven't, just wondering.)

April 29, 2012, 09:31:52 PM #89 Last Edit: April 29, 2012, 10:21:25 PM by tirpider
Unfortunatly, no.
On this sniper, I am developing a new spreadsheet to manipulate rotations and bounding boxes, and thats what Obi needs.
Not so much for manipulation, but at least an ability to parse them so I know to either hang them(the model chunks) on the right bone, or just leave them in individual segments.

Also figuring out how wrl's and obj's work (a bit.)

-edit
re: female character
The override textures are a bust.
Even without the pads and backpack, it still needs 3 tgas.

So for clarity and simplicity, it is best to keep one msh for one set of tga's.

[spoiler]I have a theory on putting several segments that share materials into the same MODL, then re-weighting.
I want to heavily test it before trying it.
Already spreading myself thin on some of this, so that is for another day.
[/spoiler]