🔒 Character modelling questions

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66473f769ef1b
MarceloQuote

Quote by Guud:

Image: http://i50.tinypic.com/5mz9ys.jpg

Image: http://i46.tinypic.com/jslhrs.jpg

Again, thanks for the replies so far... I was beginning to worry that this forum had died.


If you made those images then I have to say you are very talented. :) The concept art looks very consonant to the style of the original mesh. I would suggest to make them as disgusting as you can within the parameters of the style.


I've finished the models but unfortunately I was unable to texturize using spotlight since I need a very high poly count mesh in order to make the image crisp enough to be usable. It seems that there's a very low limit to the polycount cause my 3ds to bin crashes every time I try to convert a model with a high poly mesh. So I just used one of Thief meshes edited some aspects like the clothing the nose etc to make them more similar to the SS2 Meshes, here's some results with some issues (I've tested them on grunts to watch them in movement):

Image: http://i49.tinypic.com/10s6tdg.png
Image: http://i46.tinypic.com/mjbde0.png
As you can see the model worked fine but they appear to one of the wrist panels incrusted so I've erased them in that side and it worked fine but probably a crew member uses the left hand at some point? There's also the issue of being a bit smaller than the original meshes specially the female but those were the meshes that seemed to work the best. I still need to learn how to apply the skins or apply them from the txt file. The process of making high poly count is very easy to do the only problem is the issues with 3ds to bin every time I edit the meshes a bit I receive this error:

Image: http://i50.tinypic.com/25sq2xs.png

Please help :/




66473f769f42a
RocketManQuote
Those limit planes are supposed to be invisible.  It's actually an interesting idea that you can see where they are on the model during animation but I don't know how you did that unless you modified the limit planes somehow.

How many polygons are we talking about when the conversion crashes?  I've had models of 3000-4000 tris that didn't crash.  I don't think it's just the poly count but also the geometry itself and how you create your model that matters.  You should shoot for 2000 or less if you can.  That should be safe.

As for textures I don't understand what your problem is.  Could you be more specific?  If you want more detail you can simply create more textures and just map them to smaller parts of the AI.  For example you can have 1 full texture just for the head... or half the head and then mirror it.  You can do the same for the body and this will save memory and give you more detail at the same time.
66473f769f530
MarceloQuote
I want to try and apply the original skin of the model. I just don't know how to apply it to my new models. I think it has to be applied via shocked but I don't know the procedure.
66473f769f665
RocketManQuote
no, you have to change the model name in shocked, not the texture name.  The way it works is like this.  The texture is linked to the model:

Model <---> Texture

The model is linked to ShockED

ShockED <---> Model

You do all your texture work in your modelling program.  ShockED has no thing to do with that.  Once you're done, you either name your model the same as the original used in the game OR you make up your own name and then you have to go into ShockED and play around so the game finds it.
66473f769f9f2
MarceloQuote

Quote by RocketMan:
no, you have to change the model name in shocked, not the texture name.  The way it works is like this.  The texture is linked to the model:

Model <---> Texture

The model is linked to ShockED

ShockED <---> Model

You do all your texture work in your modelling program.  ShockED has no thing to do with that.  Once you're done, you either name your model the same as the original used in the game OR you make up your own name and then you have to go into ShockED and play around so the game finds it.


:/ That's a bit of a roadblock to me. I've always had issues with the uv mapping thingy. I'm pretty good with editing stuff in Photoshop. I thought I could get away with assigning the texture and then editing the skin but it doesn't work that way. 

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