Forums WoW Modding Discussion Modeling [Archive] Pixie Animations and progress

[Archive] Pixie Animations and progress

[Archive] Pixie Animations and progress

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rektbyfaith
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12-29-2015, 01:19 AM
#1
Archived author: Serifaz • Posted: 2015-12-29T01:19:56+00:00
Original source

So I thought seeing as I got most the problems with conversion worked out for now...
I would turn this thread into a showoff for now on how the progress is going on the model[Image: 24R6al0.gif]

[Image: Pixie.thumb.png.e81a5acc8aee75de52fa7b208e0db87e.png]

Edited January 1, 2016 by Serifaz
rektbyfaith
12-29-2015, 01:19 AM #1

Archived author: Serifaz • Posted: 2015-12-29T01:19:56+00:00
Original source

So I thought seeing as I got most the problems with conversion worked out for now...
I would turn this thread into a showoff for now on how the progress is going on the model[Image: 24R6al0.gif]

[Image: Pixie.thumb.png.e81a5acc8aee75de52fa7b208e0db87e.png]

Edited January 1, 2016 by Serifaz

rektbyfaith
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12-29-2015, 04:34 AM
#2
Archived author: Vellear • Posted: 2015-12-29T04:34:54+00:00
Original source

I do not recommend trying to convert your model now, it's pointless. It does not satisfy many conditions.

at first your character should have a right UVMAP:

[Image: T2EKU_RightUVmap.png]

or you can use a different (for example current) UVmap. At least it will be look a very strange

then you should export all versions of boots hands kilt\hairstyles meshes(from any other character) to your pixie and connect the seams of your model and new meshes (for this you should do the below rule - right body UVmap)

[Image: YAr60_meshes.png]

also your model should have no more than 63 bones(with animations - helpers are not considered), if you want to animate\convert this via mdlvis.

characters doesn't fully support DXT\DXT5 formats of blp, what i mean?

you should use 256 index colored BLP

[Image: 27kCz_blp_sub_format.png]

yes, your "smooth alpha channel" immadiately died.

you also can use a hardcoded mesh with the texture(it allows to use DXT\DXT5 blp's). In this case, no wearing armor or a state of the model will not affect to this texture\mesh

typical example > DK\belfs\nelfs eyeglows.

list of index256: body(naked), gloves, boots, belt, legs, kilt, bracers, tabard

list of DXT: cape, shoulders(texture+model), helmet(texture+model), (different meshes like eyeglows)

no have idea about the hair textures

Edited December 29, 2015 by Vellear
rektbyfaith
12-29-2015, 04:34 AM #2

Archived author: Vellear • Posted: 2015-12-29T04:34:54+00:00
Original source

I do not recommend trying to convert your model now, it's pointless. It does not satisfy many conditions.

at first your character should have a right UVMAP:

[Image: T2EKU_RightUVmap.png]

or you can use a different (for example current) UVmap. At least it will be look a very strange

then you should export all versions of boots hands kilt\hairstyles meshes(from any other character) to your pixie and connect the seams of your model and new meshes (for this you should do the below rule - right body UVmap)

[Image: YAr60_meshes.png]

also your model should have no more than 63 bones(with animations - helpers are not considered), if you want to animate\convert this via mdlvis.

characters doesn't fully support DXT\DXT5 formats of blp, what i mean?

you should use 256 index colored BLP

[Image: 27kCz_blp_sub_format.png]

yes, your "smooth alpha channel" immadiately died.

you also can use a hardcoded mesh with the texture(it allows to use DXT\DXT5 blp's). In this case, no wearing armor or a state of the model will not affect to this texture\mesh

typical example > DK\belfs\nelfs eyeglows.

list of index256: body(naked), gloves, boots, belt, legs, kilt, bracers, tabard

list of DXT: cape, shoulders(texture+model), helmet(texture+model), (different meshes like eyeglows)

no have idea about the hair textures

Edited December 29, 2015 by Vellear

rektbyfaith
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12-29-2015, 06:28 AM
#3
Archived author: Serifaz • Posted: 2015-12-29T06:28:33+00:00
Original source

I actually have it uv mapped in the format you mentioned.
[Image: 5d9bzy1.png]

The ivy you see on the body is a different mesh

Also I already did the geosets

[Image: a9SVYo0.png]

I just don't understand why the normals are flipping out? It only does it in mdlvis

can you possibly tell me?

I did read your post but I think I missed it if you already typed it.

Edited December 29, 2015 by Serifaz
rektbyfaith
12-29-2015, 06:28 AM #3

Archived author: Serifaz • Posted: 2015-12-29T06:28:33+00:00
Original source

I actually have it uv mapped in the format you mentioned.
[Image: 5d9bzy1.png]

The ivy you see on the body is a different mesh

Also I already did the geosets

[Image: a9SVYo0.png]

I just don't understand why the normals are flipping out? It only does it in mdlvis

can you possibly tell me?

I did read your post but I think I missed it if you already typed it.

Edited December 29, 2015 by Serifaz

rektbyfaith
Administrator
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12-29-2015, 07:01 AM
#4
Archived author: Vellear • Posted: 2015-12-29T07:01:44+00:00
Original source

Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshot

you want to do skeleton from scratch? or use some elements of existing

it will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations

update: you have a mesh with naked head? (for helmets)

Edited December 29, 2015 by Vellear
rektbyfaith
12-29-2015, 07:01 AM #4

Archived author: Vellear • Posted: 2015-12-29T07:01:44+00:00
Original source

Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshot

you want to do skeleton from scratch? or use some elements of existing

it will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations

update: you have a mesh with naked head? (for helmets)

Edited December 29, 2015 by Vellear

rektbyfaith
Administrator
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12-29-2015, 09:01 AM
#5
Archived author: Skarn • Posted: 2015-12-29T09:01:44+00:00
Original source

I see Serifaz you are in love with pixies I remembler your old project had them too.
rektbyfaith
12-29-2015, 09:01 AM #5

Archived author: Skarn • Posted: 2015-12-29T09:01:44+00:00
Original source

I see Serifaz you are in love with pixies I remembler your old project had them too.

rektbyfaith
Administrator
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12-29-2015, 05:10 PM
#6
Archived author: Serifaz • Posted: 2015-12-29T17:10:47+00:00
Original source

Quote:Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshot

[Image: uUlfJGk.jpg]
it displays differently when I turn it if you look at the chin its missing a piece

[Image: N3VG9i4.png]

but if I turn it it looks fine in that part it does the same for every part of the body.
Quote:you want to do skeleton from scratch? or use some elements of existing

I am going to make the skeleton from scratch

it will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations

update: you have a mesh with naked head? (for helmets)

and yes the model is built based on other race models so I did everything really. it just doesn't show up in mdlvis correctly so I can rig and animate
rektbyfaith
12-29-2015, 05:10 PM #6

Archived author: Serifaz • Posted: 2015-12-29T17:10:47+00:00
Original source

Quote:Okay. You wrote that mdlvis incorrectly displays your model. Take a screenshot

[Image: uUlfJGk.jpg]
it displays differently when I turn it if you look at the chin its missing a piece

[Image: N3VG9i4.png]

but if I turn it it looks fine in that part it does the same for every part of the body.
Quote:you want to do skeleton from scratch? or use some elements of existing

I am going to make the skeleton from scratch

it will be extremely difficult to make a flying character, the main problem is the need for very massive changes in a large number of animations

update: you have a mesh with naked head? (for helmets)

and yes the model is built based on other race models so I did everything really. it just doesn't show up in mdlvis correctly so I can rig and animate

rektbyfaith
Administrator
0
12-29-2015, 05:11 PM
#7
Archived author: Serifaz • Posted: 2015-12-29T17:11:29+00:00
Original source

Quote:I see Serifaz you are in love with pixies I remembler your old project had them too.

I do but Im also working on a dragonkin race called dracon
rektbyfaith
12-29-2015, 05:11 PM #7

Archived author: Serifaz • Posted: 2015-12-29T17:11:29+00:00
Original source

Quote:I see Serifaz you are in love with pixies I remembler your old project had them too.

I do but Im also working on a dragonkin race called dracon

rektbyfaith
Administrator
0
12-29-2015, 06:17 PM
#8
Archived author: Skarn • Posted: 2015-12-29T18:17:19+00:00
Original source

Quote:I see Serifaz you are in love with pixies I remembler your old project had them too.

I do but Im also working on a dragonkin race called dracon
Dracon is a Russian word for Dragon [Image: wink.png]
rektbyfaith
12-29-2015, 06:17 PM #8

Archived author: Skarn • Posted: 2015-12-29T18:17:19+00:00
Original source

Quote:I see Serifaz you are in love with pixies I remembler your old project had them too.

I do but Im also working on a dragonkin race called dracon
Dracon is a Russian word for Dragon [Image: wink.png]

rektbyfaith
Administrator
0
12-29-2015, 07:32 PM
#9
Archived author: Serifaz • Posted: 2015-12-29T19:32:53+00:00
Original source

Figured it out This is solved it was my display drivers needing an update. so sorry my bad haha
rektbyfaith
12-29-2015, 07:32 PM #9

Archived author: Serifaz • Posted: 2015-12-29T19:32:53+00:00
Original source

Figured it out This is solved it was my display drivers needing an update. so sorry my bad haha

rektbyfaith
Administrator
0
12-30-2015, 01:39 AM
#10
Archived author: Vellear • Posted: 2015-12-30T01:39:22+00:00
Original source

[Image: N3VG9i4.png]

at first just turn on the shadows in blender, and disable two-sided rendering. This is problem with the normals - mdlvis by default renders only one side(and blizzard characters too). Then manually fix the triangles.

two sided rendering should be usable only for  hairs or foliage of trees(...), but not on solid models.

about count of the textures - use  war3modeleditor.exe(require warcraft 3) for adding new.

            *textures > add a texture

            *material > create a new material > add a texture path (select box)

            *geoset > add a material ID bottom of the window

-----------

reverse wrong triangles to the outher side, Make sure that your model looks fine with the shadows\without two-sided rendering in blender, and then try to convert again

for example in maya this is very easy
Quote:[Image: L9q2W_double_seed.png]

[Image: TVTsT_reverse_normals.png]
Edited December 30, 2015 by Vellear
rektbyfaith
12-30-2015, 01:39 AM #10

Archived author: Vellear • Posted: 2015-12-30T01:39:22+00:00
Original source

[Image: N3VG9i4.png]

at first just turn on the shadows in blender, and disable two-sided rendering. This is problem with the normals - mdlvis by default renders only one side(and blizzard characters too). Then manually fix the triangles.

two sided rendering should be usable only for  hairs or foliage of trees(...), but not on solid models.

about count of the textures - use  war3modeleditor.exe(require warcraft 3) for adding new.

            *textures > add a texture

            *material > create a new material > add a texture path (select box)

            *geoset > add a material ID bottom of the window

-----------

reverse wrong triangles to the outher side, Make sure that your model looks fine with the shadows\without two-sided rendering in blender, and then try to convert again

for example in maya this is very easy

Quote:[Image: L9q2W_double_seed.png]

[Image: TVTsT_reverse_normals.png]
Edited December 30, 2015 by Vellear

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