• The Facepunch Model Ports and Hacks WIP Thread V2
    5,398 replies, posted
sounds good
<3 ninja for the glowy eyes and new collision mesh & joint constraints. [img]https://dl.dropbox.com/u/50169265/JUIIIICEEEE.jpg[/img] pretty close to being able to be released, just gotta add more belt gear and a helmet.
Looks good, looking forward to release.
[QUOTE=Viper123_SWE;38665189]Looks good, looking forward to release.[/QUOTE] [url]http://facepunch.com/showthread.php?t=1229777[/url]
I'm also up for faceposing, if for whatever reason you want to toss a request my way. Finals are coming up in the next two weeks, but once they're done, I'll have loads of free time.
Looks like it's from a PS2 game.
[QUOTE=A big fat ass;38669002]Looks like it's from a PS2 game.[/QUOTE] Probably inverted normals, bad smoothing and untouched phong.
[QUOTE=Kuro.;38661581][IMG]http://i100.photobucket.com/albums/m13/_koutetsu_/umbrellatrain.jpg[/IMG] Not pictured: the people inside getting eaten by zombies. From RE: Darkside Chronicles. Still need to port the doors that go with this and make some bump and spec maps for it.[/QUOTE] Beep Beep, it's the zombie train. Shit's not gonna do the easy thing and just run you over, bitch it's gonna grow tentacles and make you have a boss fight with a goddamn train.
[img]https://dl.dropbox.com/u/8697486/STARS_First6_Normals.jpg[/img] now with more normals and fixed textures from Rusty and shit except Chris and Wesker who look dead.
[QUOTE=Rinfect;38669338]Your over analyzing things [sp]like always[/sp] its a world model, the tools dont extract view model weapons uvs yet.[/QUOTE] Not arguing against that. But the normal and phong do look weird, which is what I think is making them look like they do.
[QUOTE=Rinfect;38670454]still deciding on what to use with the vmt its using one from CS:GO for the normals; this is what im using [t]http://i.imgur.com/ECK7c.png[/t] im not really sure how inverted bumpmaps look but it might be inverted[/QUOTE] they look inverted to me imo
[img]https://dl.dropbox.com/u/8697486/STARS_Chris_Wesker_FixedFaces.jpg[/img] Chris and Wesker now alive and well. Wesker has stated his want to grab a surfboard and some funky shades, however.
I think they look too tan now.
[QUOTE=minilandstan;38669450]Beep Beep, it's the zombie train. Shit's not gonna do the easy thing and just run you over, bitch it's gonna grow tentacles and make you have a boss fight with a goddamn train.[/QUOTE] Bitch, I'm going to SUPLEX that motherfucker. Anyone got tips for lighting the interior of a model like this in a map? I suspect it probably won't be feasible to eliminate light bleed completely though.
[QUOTE=No5_sniper;38660961][img]http://filesmelt.com/dl/hunk_final2.jpg[/img] resident evil 2 The Fourth Survivor hunk This hacking model is based on CrzyMLC's ORC Hank.[/QUOTE] NICE! are you planning on a release?
[QUOTE=I<3 LongBeach;38673307]NICE! are you planning on a release?[/QUOTE] sure ! [QUOTE=AaronM202;38661432]Those lenses need to be blood red.[/QUOTE] [img]http://filesmelt.com/dl/hunk62.jpg[/img] As of this image, Ha.. Hunk and his teammate doesn't have the red lenses in RE2 and Outbreak. It has a strange structure but that is glowing red dot on the back of the glasses. However, I added the red one in his bodygroups.
[QUOTE=-Rusty-;38663275]Finished Richard Aiken's facemap and hair. Ignore the misplaced earpiece.. [IMG]http://i.imgur.com/FuBcz.png[/IMG][/QUOTE] Nice. Are you going to remake Wesker and Edward? If you are, could you make Wesker look more like this? Wesker in Pachislot [IMG]http://img407.imageshack.us/img407/849/biopachislot4.jpg[/IMG] Wesker in RE0 [IMG]http://img4.imageshack.us/img4/3674/24ornh3.jpg[/IMG]
Nope. I don't plan on messing with Wesker or Chris's facemaps at all. EDIT: Well anymore than I already have I mean.
[QUOTE=Rinfect;38670454]still deciding on what to use with the vmt its using one from CS:GO for the normals; this is what im using [t]http://i.imgur.com/ECK7c.png[/t] im not really sure how inverted bumpmaps look but it might be inverted[/QUOTE] Oh jesus that is a bad normalmap. I'd list the specifics but like honestly everything is bad. You should throw that out, make a simple heightmap in photoshop and generate off of that. Assuming you're using crazybump, use 0 shape regonition, extra large, or large detail. Also reconsider the phong, CSGO phong requires a pretty detailed understanding of the source shader system to look decent, plus a well prepared diffuse and high quality model. You're still struggling with the basics of shaders, don't jump in the deep end of the pool.
Don't copy that floppy!
[QUOTE=No5_sniper;38675367]sure ! [img]http://filesmelt.com/dl/hunk62.jpg[/img] As of this image, Ha.. Hunk and his teammate doesn't have the red lenses in RE2 and Outbreak. It has a strange structure but that is glowing red dot on the back of the glasses. However, I added the red one in his bodygroups.[/QUOTE] Yeah but, when people think HUNK, they think of the red lenses. It makes him look unique, less like a generic gasmask guy.
It looks like you do a pretty shit job with scaling. That tomahawk is very tiny, and the desert eagle looks huge in comparison to the famas. [editline]2nd December 2012[/editline] Good lord that LAW is tiny. Quantity over quality.
[QUOTE=AaronM202;38680459]Yeah but, when people think HUNK, they think of the red lenses. It makes him look unique, less like a generic gasmask guy.[/QUOTE] red just makes him look like a generic ~BADIZZ GAZMAZK GUY~
[URL=http://www.radikal.ru][IMG]http://s017.radikal.ru/i420/1212/9a/a57631e63843.jpg[/IMG][/URL] [URL=http://www.radikal.ru][IMG]http://s018.radikal.ru/i507/1212/af/1c13c9ab1d8f.gif[/IMG][/URL]
[QUOTE=A big fat ass;38681397]It looks like you do a pretty shit job with scaling. That tomahawk is very tiny, and the desert eagle looks huge in comparison to the famas. [editline]2nd December 2012[/editline] Good lord that LAW is tiny. Quantity over quality.[/QUOTE] While the scale is a bit horrendous, at least resizing something is days easier than porting it. I'm pretty sure you can just decompile it, add a line to the QC, and recompile it to rescale it, or if the prop resizer wasn't broken by Gmod13, use that. So something is better than nothing I guess :\
Just a quick question. Since you guys can port from Warfighter and Battlefield 3, wouldn't the same be possible for Future Soldier?
[QUOTE=F T;38684552]Just a quick question. Since you guys can port from Warfighter and Battlefield 3, wouldn't the same be possible for Future Soldier?[/QUOTE] I was told that the meshes are corrupted, but that might have just been shit, I'm not sure. If I had the game I'd have tried for sure. I had the play4free Ghost Recon version but it was pretty shit graphically so I wasn't going to bother.
[QUOTE=Biscuit-Boy;38684767]I was told that the meshes are corrupted, but that might have just been shit, I'm not sure. If I had the game I'd have tried for sure. I had the play4free Ghost Recon version but it was pretty shit graphically so I wasn't going to bother.[/QUOTE] I've got the game, ultimate edition, with all the pre-order bonuses... Yes, I punished my wallet that badly. I could try if knew how to use the tool.
[QUOTE=F T;38684784]I've got the game, ultimate edition, with all the pre-order bonuses... Yes, I punished my wallet that badly. I could try if knew how to use the tool.[/QUOTE] i pm u bb nooo pageking fusking shicks what do i got... here i you can directly rip your apb characters I guess i dunno shit i got nothin... [t]http://puu.sh/1wB8o[/t]
[QUOTE=Rinfect;38685113]i like the idea of ripping your apb character/if thats a player and not an npc Also good for people who do perskins apb is still usable with Umodel tho[/QUOTE] Rin have you actually tried it? The files are all hidden, and I imagine it would be shit difficult since even the faces and hair are customized.
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