• Need Help to Find These Models
    121 replies, posted
Hello @wubba 🙂. I will wait @RScott to respond. While i wait, i will try using the 3DS methods, i find these interesting thing called "Wall Worm Model Tools", apparently it can convert the models into SFM, i will give it a try and you can do it too, i hope that tool works. Here is the link to the site of the Wall Worm Model Tools: http://dev.wallworm.com/topic/2/wall_worm_model_tools.html
Sorry, I just got the notification that you guy's were waiting for me... Downloaded..see that the armature is intact... that's good... First off I noticed it imports as a HUGE MODEL... leave it alone, it won't hurt anything...just makes things a bit difficult with the camera...and lights. OK..took me a few minutes to figure out I knew Black is usually because the is NO LIGHT in the scene...But I knew I had one... so went to set up camera and noticed that because of the import, they are standing on the Camera, Light and grid all between his feet...that's why you couldn't get anything but BLACK. https://files.facepunch.com/forum/upload/137945/10c7703e-82da-4883-9292-ef687ccceae6/Character-2.png So once I moved the light and changed to SUN, I got this ( textures were not embedded in this FBX) ( Check that) https://files.facepunch.com/forum/upload/137945/b4a82fd4-476d-4bc2-96c7-38fa94f1c96b/Character.png I checked the other and textures are fine...mesh fine just same problem..standing on the light source.. Moved and get this... https://files.facepunch.com/forum/upload/137945/2426ce56-285e-4d19-8bd6-f30533ca86cd/Character-3.png Once you get to this point, just with the textures and armature intact you are ready to convert...
Thanks for answering @RScott 🙂. I moved the lights changed to sun and the camera and i get this, now it has light but it looks white with still no texture, what i do incorrectly, how can i fix it?. And another question, about the scale, i discover that theres a scale change button, i want to change them to a normal scale, for example, the scale that has the chracaters of Half Life 2 in SFM, how can i set them to that scale, how can i have a reference so i know is the correct scale?. Thanks https://files.facepunch.com/forum/upload/341853/2b8ebc53-d5c7-401e-8a96-346e24f28a30/2.PNG https://files.facepunch.com/forum/upload/341853/6ce20b8d-ee65-4a8f-bbfd-56368c48bc70/1.PNG
Rscott mentioned the textures are not embedded inside Blender so it's to do with the way you exported the .fbx from max or mixamo??.. I think from memory when you upload to mixamo initially, the .fbx needs to be zipped up along with the textures. Another way would be import the mixamo exported .fbx into max ensuring the settings are set to 'Leave as Bones'.. reapply the textures and export again as fbx ensuring you tick 'Embed Media' in the fbx export settings and then try to bring back into Blender??... Hope this helps
Are you sure the textures are loaded? One that I used had no texture files. Try this... are you in blender render (up at the top)...if you click on SHADELESS it should turn all White, Correct? leave that unchecked...I just loaded up the guy with the helmet... The textures are not mapped to the UV... Hold the cursor at the bottom of the window, where the camera and movie clapboard are.. L click and expose the timeline under it. The on the Bottom Left there is a selector next to the View Tab... Left Click again and scroll up to select UV/Image Editor.... You should get an empty grid in the center... go back to the TOP window, and Left click on the Soldier Body... Then select the scroll where it says OBJECT MODE and switch to EDIT MODE...you should now have something that looks like this.... the mesh crumples when in edit... not sure why perhaps the export ...don't PANIC! It's OK... https://files.facepunch.com/forum/upload/137945/2c4984d9-cb44-4f06-95ca-c907812d4862/UV.png The Mesh in the lower window may be out of place, with cursor in lower window HIT A on keyboard, and the mesh should turn Yellow...then in the scroll next to +New in lower window ...Left Click and scroll up to Map#0...and select it. In the top window you should see the soldier mesh Yellow and a bit of the texture showing through... the texture is actually transparent... that may be what happened when uploaded to Maximo... Change it back to OBJECT MODE... and you should have TEXTURE!!! Repeat for each part!!! If Not you may have to adjust the UV mesh to line up with the grid with the transparent texture... go back to Edit Mode... and in the window make sure the UV Mesh is still Yellow...if not hit A again ( shouldn't have to )...the G key will let you move the whole thing up to the UV map... Press Scroll wheel and hold to move around, and turn wheel to move in and out...get it so that all the yellow Mesh is inside the UV window. https://files.facepunch.com/forum/upload/137945/2348866a-99c7-48e2-a209-52b355ad4f69/UV-moved.png https://files.facepunch.com/forum/upload/137945/aa62d9e6-f0ce-489d-82f9-894ffd7667fe/Textured.png Good Luck...
It worked, i added the textures 🙂. But i have these problems, the characters still seems dark, i place incorrect the light and camera, or there is another way to add complete lights?, adn the other problem, the files with textures i export them as another FBX, when i open them they dont have texture again, so i do al, the stpes and instead of texture they look pink, is that normal?. Thanks. https://files.facepunch.com/forum/upload/341853/16f45ffb-5333-4bbd-bea5-92a67e6f81c1/1.PNG https://files.facepunch.com/forum/upload/341853/8f62cd5e-21b1-4800-8795-4bcd6164313d/2.PNG https://files.facepunch.com/forum/upload/341853/20c55337-78cc-4bf0-b475-6fe155c6c56a/3.PNG https://files.facepunch.com/forum/upload/341853/e9077e6c-27f3-444c-966f-23a9fa667a28/4.PNG
@Hauk011 This is where you really need to be using google to overcome a hurdle as common as this ... not everything is as easy to find a solution for but all I had to google was: "Blender Pink Textures" https://www.youtube.com/watch?v=yRYEp0R1RyA ***Its because either the textures are missing or the path that Blender is using to locate these textures is invalid, therefore you need to reassign them in Blender)
I added the textures and it looks right, i save the file, but everytime i load the file again the textures dissapear and each time i have to assign them again, i cant find a solution to that, cant make them permanent witouth the need of assigning them each time, how can i correct that, the file has something to do with it that, i save them as .FBX, i need to save them with another type of file, i need to save my character on the same folder the textures are?. Thanks.
Reassign the textures again, and then save as '.blend' file which is Blenders native format.. You only really need to use .fbx when distributing the model to another 3d application (Max to Mixamo &/or Mixamo to Blender).. I'm pretty sure if the .fbx isn't configured correctly in settings before export, it will not load the textures in 3ds max also.. By all means put the textures in the same directory as .blend file, that way it has no excuses but to load them on opening the file (we hope!)
It worked 🙂. I have the characters textured. But now the problem i find is that they look different that the preview of RScott, his looks with complete lighting, the mine looks dark in too many zones, i cant find how to complete light it, how can i do it?. Thanks. https://files.facepunch.com/forum/upload/341853/35623b22-129c-4363-bc3c-9e4d14dd2446/1.PNG https://files.facepunch.com/forum/upload/341853/347d2307-ee43-4989-89fd-38f85318ca3b/2.PNG
Experiment with the lighting... like I mentioned earlier use Google/YouTube and type 'Blender Assign Lighting'..
Finally, i manage to get the lighting right for the two chracaters, the problem was that the sun lights was facing another direction, i aimed them at the character and now all have correct light. Now how can i correct the scale?, i want them to be the Half Life 2 scale in SFM. I see a button in blender that allows change the scale, but since each characetr is a differente file, how can i set the two the same scale?. How can i know the scale of HL2 characters so i can set mine to that?.Thanks. https://files.facepunch.com/forum/upload/341853/fd48b7a3-8b18-4e7b-97e6-7119ef9b320c/1.PNG https://files.facepunch.com/forum/upload/341853/b31c8e44-e1d4-4409-a583-48d8bfe69536/2.PNG
@RScott ???... I'm surprised they're at two different scales to begin with!?.. So you ripped the helmet soldier from the menu & the the blonde soldier in game??.. re-scaling rigged characters can be tricky, even in Max!... If rscott can't help you, the only way I can suggest is the 'long way'.. Ok I got too much time on my hands at the moment so I thought I'd do this video tutorial on how to get all your meshes at the desired scale before bringing into Mixamo & then Blender.. 3DS Max - Unit's Setup & Rescaling Characters for Rigging
I didn't look at the scale, but mentioned it somewhere back there... so Ok, here is a situation. I have imported a model, the mesh is parented to the armature. The model needs to be scaled. I scale the armature in Object mode and the mesh grows with the armature.  http://i.imgur.com/WjV1e22.png  If I select the armature and check its scale I find it is 20.291 BU (Blender Units) but when I select the mesh I find the scale is 1. (on all 3 planes x, y and z) So, in object mode I APPLY the current scale to the armature making it the current size its real size, the scale changes from 20.291 to 1.  However if I select the mesh after applying the scale to the armature, I find that it has changed from 1 to 20.291. To fix that so the armature and the mesh have a 1:1 relationship, I have to apply the scale to the mesh as well. (I have to do this to all objects that have been parented to that armature the I scaled.)  http://i.imgur.com/y94VJSd.png If I export the model without applying the scale to ALL objects that were parented to the armature, I end up with the mesh being on a different scale from the armature (or vice versa)  http://i.imgur.com/5vVpn2Y.png  Does this make sense to you now?
I tried to scale, but its giving me too much troubles. First i tried to follow the tutorial but when i click rotation & transform the character dissapears, so i tried changing the values, but it gets different incorrect scales and i cant get the armature and mesh the same. So i tried to use this scale button that i circled in red in the screenshot, with that i manage to get a correct scale, but i cant set the same values for armature and mesh, and when i save the file as . blend, when i open it again, the scsle has reset to its original size. https://files.facepunch.com/forum/upload/341853/a185d2cf-b627-4a36-9ef9-84633807284d/Captura.PNG
@Hauk011 rscott is not subscribed to this thread... he will not see your response unless you either hit the 'Reply' button or tag his username with the '@' at the front like I have in this post..
Hello @RScott , i continue with the same problem, when i click rotation & transform the character dissapears and i cant bring it back, i manage to set the correct scale using the vaues or using the scale button, i set the scale but i cant manage to set the same vaues for mesh and armature, when i try it it ends in strange sizes, so i tried with differente vaues from armature and mesh, and i save the file as .blend, but when i open it again the scale has reset to its original size.
OK.... You have a lot of problems for the start which I will talk at the end...... 1st thing after import ( HIT "N" to get to scale numbers)... select ARMATURE say on the German... it should SCALE at around.25 RIGHT? change the numbers to 1.0,1.0,1.0 it gets ENORMOUS!!!... switch to FRONT VIEW, (Hit #1 on keypad) (Then HIT #5) you need to set the clipping depth to around 10000 at least, (Shown in the last pix) Then go over and select OBJECT>APPLY>Rotation and Scale Then Select Each mesh in order..and set all them to 1.0,1.0,1.0 Then Hit Rotation and Scale... Repeat for EACH MESH! https://files.facepunch.com/forum/upload/137945/54659367-488c-4e8a-b5eb-b17e36afb09b/Scale1.png https://files.facepunch.com/forum/upload/137945/9f4db9ed-ad05-4b37-a029-93db3c4bb93a/Scale2.png https://files.facepunch.com/forum/upload/137945/eebf7a2a-c5a2-402a-ba67-f21631d3290d/Scale3.png https://files.facepunch.com/forum/upload/137945/a0d40323-824e-466d-be57-3afffbed51e9/Scale4.png Only had time to check this one, but I'm going to bet the other works as well... Clipping plane was causing mesh to vanish and get weird... To address you other problems... Texture, You embedded the Texture into the FBX, which is fine for sharing and render and the like, but software will always look at an external location and NOT find it...EVEN after you save the file there is NO TEXTURE,,, it will display, but NOT be FOUND! Use the original .dds if you want and reload them from the FILE STRUCTURE YOU SHOULD HAVE CREATED ALL READY ( that's a HINT) You have to convert them anyway, so as long as you can get them to display ONCE, YOUR GOOD! When you EXPORT it is the COMPILED QC file that will look for the Textures and everything else. You will also need the VMT file to export properly... ( on a side note: From you pix on getting the TEXTURES visible... if you read through the tutorials, first thing was to set up your Folders and File Structure, then after import you HAVE to adjust the BONES to the mesh..or you are REALLY going to have problems when you do get it converted!!!) (I know this all seems convoluted and like drowning in info and such... but that's the way it is,,, now you have an idea why Games take Months or even Years to be released... the mesh and texture and animation are the easy parts... putting it all together is the HARD PART!!!)
I tried to follow all the steps, apparently i got it right, i saved the file and exit, when i open it again the character was in a strange position, before it was standng and te grid, now its on this position, and the values of armnature that i benn set to 1.0 reset to .25. https://files.facepunch.com/forum/upload/341853/06c7098b-4a7b-4a50-ad22-a45b2f3f1240/Captura.PNG
I get this ( I forgot to include the eyes) AFTER a export to new FBX!! Looks like you grabbed the wrong ARMATURE . Your character is in the POSE mode... https://files.facepunch.com/forum/upload/137945/d4e7247e-f3b2-47d3-8b26-c95b7d9c3345/Scale5.png https://files.facepunch.com/forum/upload/137945/78395ed8-9753-4e1b-8a75-a40b1d4befad/Scale6.png
@RScott I used the correct Armature, i dont know why but it happened the same problem, when i save and exit and enter again, the armature values that was 1.0 reset to .25, and the character ends in the same position, i tried using rest position but it ends in another strange position. https://files.facepunch.com/forum/upload/341853/8a16c343-4779-416b-8fa8-087aa4311a95/1.PNG
Hello @RScott 🙂. I tried everything, i tried searching tutorials and else, but simply i cante get the sacle right. Everytime i have the same problems, the values for mesh and armature are different, and when i save and close and open again the size reset to its original and the armature values reset too. Can you please help?. Thanks.
Tedious stuff 3D ain't it .. you really need to have a passion for it to persist through the tricky stuff!
I know, this 3D modelling is hard. But i will continue trying, now i need to solve this problem in Blender, i cant undertsand why every time isave and exit and open again the size values reset and the characters ends in another positions.
@Hauk011 couldn't tell you exactly sorry.. I'd say you are now more proficient with Blender than I am! .. Pretty sure I remember rscott saying that once the rig is ready, it's time for exporting/converting & getting your character compiled & ready for SFM!!... almost there mate!!!
Have you set up your directories? And also, converted your textures? That is the next step, and then you should be able to follow the tutorials ( copy and paste the info from them to create the QC files and the like) Good Tutorial HERE
@RScott . Im trying to follow the tutorial. First i eliminated the leaf bones and adjust another things. When i tried to use the Source Engine Export Panel, apparently it went well, but it says 1 warning, it says "Sanitised Exportable Name", i search everywhere how to correct that but i cant find how, can you please help?. Thanks. https://files.facepunch.com/forum/upload/341853/8bcd4bbb-2ec4-48e6-95cf-1ce27af79969/2.PNG
I think that is just because of Mixamo adds it's name to the bones... I created a .SMD of one of them without doing anything to the bones... and it re-imported a an SMD Just fine...so you can rename the bones (Best Idea) or ignore it..( see what import to SFM is like after you have run it through crowbar and compiled it!)
@RScott , Can you please guide me step by step? 🙂. Im trying all my best to do this part that is the harder, but always i get lost and i end viewing and following different tutorials without a good result. I tried using the Crowbar, but i dont know how to do it right, and i dont want to click everyting beceause i dont want to mess my files or the computer for clicking something incorrect. Please, i need you to guide me.
Hello @wubba and @RScott 🙂. While i am trying to use the Crowbar, i also tried to extract a character from the new game Battlefield V. I don’t know why but it looks like these when unwrapped, it looks very different than my others characters, and that’s really a problem because the applied textures don’t apply in the correct spot, I have the same problem in 3DSMax and Blender. Do you know how to fix this?. Thanks. Sorry for asking too many things, I continue having the interest in learn how to use the Crowbar correctly and export to SFM, its just that I also wanted these character along the other two. Heres a pictures showing how it incorrectly looks the new character unwrapping and textures and how it correctly looks my other character. https://files.facepunch.com/forum/upload/341853/a5d218d7-5717-4d5d-b503-9e99138b797f/01.PNG https://files.facepunch.com/forum/upload/341853/fb01a6a9-c055-4091-b6ce-8c015feb7e09/02.PNG
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