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[GTA IV] Player Rigging Tutorial Your own Custom Characters in IV!
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N-field  |
Posted: Saturday, Sep 24 2011, 03:08
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Crackhead

Group: Members
Joined: Sep 11, 2011

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| QUOTE (Tomix23 @ Friday, Sep 23 2011, 17:12) | | QUOTE (N-field @ Friday, Sep 23 2011, 15:36) | Maybe its like the head cutscene issue where u have to use gta_ped_skin_blendshapes instead of gta_ped.
In fact this tut should change that since theres no ill effect to making every part of the ped that shader (Provided u set skin color to black)
It could be that it needs blendshapes for those like how it needed them for cutscenes.... in the cutsprops each ped has a blendshapes file.... |
Well I replaced my player's head with an empty model, and replaced teef with the head and I get moving mouth in cutscenes and ingame, only used gta_ped shader. What is diferent in the other ped shaders? | Blendshapes makes the head show up in cutscenes and well.. since I batch process models sincei m converting a bunch from SA (They look AWESOME WITH BUMPMAPS BTW... I hear its bugged, but it works for anime characters pretty well. Looks just like a doujin game or something) the side effect is gta_ped_skin_blendshapes and skin reflect like crazy unless u set the skin color to black. Im guessing if anybody wants to do a knight in some sort of shining armor, keeping the skin color as white would be useful. huh. moving mouths... yknow... I sometimes get slight bits of movement too on anime characters. The eyes too. Thats mainly only when the characters are being pissed in the cutscenes tho.... (but thats cuz I unrigged the other face bones. Even if I were to manually rig it, it would take, oh... I dunno a week for each character? My hope is Ezio Auditore will be easier.... his head looks like the male heads in the game, Im sure it should rig fine......if the models are fitted against each other properly.... (note: u normally dont want to rig face bones for anime characters. U end up with monsters! Literally!!!)
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Tomix23  |
Posted: Saturday, Sep 24 2011, 06:14
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Yomo

Group: Members
Joined: Nov 15, 2010



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| QUOTE (N-field @ Saturday, Sep 24 2011, 03:08) | | QUOTE (Tomix23 @ Friday, Sep 23 2011, 17:12) | | QUOTE (N-field @ Friday, Sep 23 2011, 15:36) | Maybe its like the head cutscene issue where u have to use gta_ped_skin_blendshapes instead of gta_ped.
In fact this tut should change that since theres no ill effect to making every part of the ped that shader (Provided u set skin color to black)
It could be that it needs blendshapes for those like how it needed them for cutscenes.... in the cutsprops each ped has a blendshapes file.... |
Well I replaced my player's head with an empty model, and replaced teef with the head and I get moving mouth in cutscenes and ingame, only used gta_ped shader. What is diferent in the other ped shaders? |
Blendshapes makes the head show up in cutscenes and well.. since I batch process models sincei m converting a bunch from SA
(They look AWESOME WITH BUMPMAPS BTW... I hear its bugged, but it works for anime characters pretty well. Looks just like a doujin game or something)
the side effect is gta_ped_skin_blendshapes and skin reflect like crazy unless u set the skin color to black. Im guessing if anybody wants to do a knight in some sort of shining armor, keeping the skin color as white would be useful. huh. moving mouths... yknow... I sometimes get slight bits of movement too on anime characters. The eyes too. Thats mainly only when the characters are being pissed in the cutscenes tho.... (but thats cuz I unrigged the other face bones. Even if I were to manually rig it, it would take, oh... I dunno a week for each character? My hope is Ezio Auditore will be easier.... his head looks like the male heads in the game, Im sure it should rig fine......if the models are fitted against each other properly....
(note: u normally dont want to rig face bones for anime characters. U end up with monsters! Literally!!!) | I know what you mean with monsters xD I rigged RE 5 Chris and he had a giant tongue. But do you know why my hair model is invisible? Chris looks weird with no hair.
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N-field  |
Posted: Saturday, Sep 24 2011, 19:40
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Crackhead

Group: Members
Joined: Sep 11, 2011

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about that... the textures... wat u do is, since each texture overlaps the other u have to do the uvw unwrap thing....
basically, detach parts of the mesh that belong to different textures, then u have to combine all the texture images into one image using photoshop or something. Then u can use unwrap uvw on each part of the detached mesh. Make a modifier, then select all the faces of that mesh part and click edit. In the editor, there should be a dropdown menu in there somewhere that says map. scroll down and find ur texture map, or u can load it if its not in there. Then u resize and transform the selected faces in there to line it up with the proper texture in the new image that has all the textures ocmbined. When done, just select 'collapse to" in the unwrap uvw modifier and that mesh part should be mapped to ur custom combined texture.
Repeat for all mesh parts. (Advice: u want to already pose the model to niko b4 doing all of this. I made the mistake of combining textures first... it was not pretty,... some1 should make a more in-depth guide...)
Yknow im pretty sure this coulda been automated with a tool that imports dffs n sh*t and whatnot. Cuz doing that on Ezio Auditore is a BITCH. Finally did it though. Damn them textures look sweet-ass too
p.s. this doesnt change the dff's uvw mappign or anything like that. And loading the saved uvw map onto a freshly imported dff WILL NOT WORK EITHER. Everything that is saved is now in the 3ds max file. Which is why I said, do this AFTER u pose ur char to niko's model. Could I have exported it to another dff? Nah f*ck that I kinda hate SA and have no desire to learn anything about it. The gfx looks like it sucks balls and the physics is just.... no. Too old. I w8ed a LONG time to mod GTA4 like this... thank god the time is finally here
This post has been edited by N-field on Saturday, Sep 24 2011, 19:43
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Tomix23  |
Posted: Saturday, Sep 24 2011, 20:38
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Yomo

Group: Members
Joined: Nov 15, 2010



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| QUOTE (N-field @ Saturday, Sep 24 2011, 19:40) | about that... the textures... wat u do is, since each texture overlaps the other u have to do the uvw unwrap thing....
basically, detach parts of the mesh that belong to different textures, then u have to combine all the texture images into one image using photoshop or something. Then u can use unwrap uvw on each part of the detached mesh. Make a modifier, then select all the faces of that mesh part and click edit. In the editor, there should be a dropdown menu in there somewhere that says map. scroll down and find ur texture map, or u can load it if its not in there. Then u resize and transform the selected faces in there to line it up with the proper texture in the new image that has all the textures ocmbined. When done, just select 'collapse to" in the unwrap uvw modifier and that mesh part should be mapped to ur custom combined texture.
Repeat for all mesh parts. (Advice: u want to already pose the model to niko b4 doing all of this. I made the mistake of combining textures first... it was not pretty,... some1 should make a more in-depth guide...)
Yknow im pretty sure this coulda been automated with a tool that imports dffs n sh*t and whatnot. Cuz doing that on Ezio Auditore is a BITCH. Finally did it though. Damn them textures look sweet-ass too
p.s. this doesnt change the dff's uvw mappign or anything like that. And loading the saved uvw map onto a freshly imported dff WILL NOT WORK EITHER. Everything that is saved is now in the 3ds max file. Which is why I said, do this AFTER u pose ur char to niko's model. Could I have exported it to another dff? Nah f*ck that I kinda hate SA and have no desire to learn anything about it. The gfx looks like it sucks balls and the physics is just.... no. Too old. I w8ed a LONG time to mod GTA4 like this... thank god the time is finally here | The Chris model I'm using uses 1 texture for pants, 1 for shoes, 1 for head, 1 for hair, but the torso uses like 6 textures. I'll use for now the 1 texture bodyparts only. Then I'll see what I can do for the torso.
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