[QUOTE=dmlxo21;39710356][T]http://imageshack.us/a/img577/4783/err1b.png[/T]
Well, I don't see how it could be double-poly. There was no flipped face since I imported 3ds, and I don't see any double polygon after checking every single vertex manually.
Is there way that I didn't try or any advice there must be?[/QUOTE]
Try selecting some random polygons on the face and deleting them, then you'll see if there's another polygon under the deleted one.
[QUOTE=dmlxo21;39710356][T]http://imageshack.us/a/img577/4783/err1b.png[/T]
Well, I don't see how it could be double-poly. There was no flipped face since I imported 3ds, and I don't see any double polygon after checking every single vertex manually.
Is there way that I didn't try or any advice there must be?[/QUOTE]
Go into edit faces, and select everything, if some faces appear darker then others, click them nad hit delete, see if that works
I would go into editable poly, select the elements and hide them and then remove any polies that weren't hidden with the elements. Although you would lose the weighting but that's could be easily fixed by copy and pasting the skin modifier onto the editable poly.
[img]https://dl.dropbox.com/u/21161113/random/female_tunic_8.jpg[/img]
New head, new bodygroup for the legs, new skin. I don't think there's much more to do with the base model so I have no excuse to just do heads at this point.
[QUOTE=TehAgentGuy;39714134]I would go into editable poly, select the elements and hide them and then remove any polies that weren't hidden with the elements. Although you would lose the weighting but that's could be easily fixed by copy and pasting the skin modifier onto the editable poly.[/QUOTE]
a) weighting should survive
b) that only works in the case that the elements aren't fused, which unfortunately is rarely the case
My guess is that it's a case of two sided polygons with the same normal facing in this case.
I gotta say, Marian looks quite nice in that uniform.
[QUOTE=Lt_C;39715258][img]https://dl.dropbox.com/u/21161113/random/female_tunic_8.jpg[/img]
New head, new bodygroup for the legs, new skin. I don't think there's much more to do with the base model so I have no excuse to just do heads at this point.[/QUOTE]
Looks nice. What's the plan for it? Player model, NPC, ragdoll, SFM or a combination of the 4?
Totally rerigged the marshmellows from MW3 and gave them new heads. Gonna add more gear.
[img]http://i.cubeupload.com/sXw0O3.jpg[/img]
[QUOTE=Tyrranis;39717342]Looks nice. What's the plan for it? Player model, NPC, ragdoll, SFM or a combination of the 4?[/QUOTE]
I'm compiling on citizen animations ideally for use in SFM and machinima, but I'm not going to go out of my way to make NPCs or playermodels if that's what you're asking.
[QUOTE=Lt_C;39718205]I'm compiling on citizen animations ideally for use in SFM and machinima, but I'm not going to go out of my way to make NPCs or playermodels if that's what you're asking.[/QUOTE]
Ah, OK then. I thought that the white areas would be used for player colour designations, hence the question.
I'm considering learning how to create player models out of pre-existing ragdolls, but I suspect it'll be harder to do than I think it will be.
[t]http://uppix.com/f-Vamp512c3fd9001237de.jpg[/t]
She'll drink your Blood like Wine and swallow your Brain like a Manits. <3
Squiddy is doing some faceposing on her. after that she's ready for release.
aand if anybody is willing to give me a hand with a later project which involves faceposing,
please send me a p.m.
basically i just need someone who could set up some decent face flexes. feel free to contact me.
[QUOTE=TheMask;39719026][t]http://uppix.com/f-Vamp512c3fd9001237de.jpg[/t][/QUOTE]
Am I right in guessing that's the model for the female vampire lord form you see in Skyrim?
[QUOTE=Lt_C;39718205]I'm compiling on citizen animations ideally for use in SFM and machinima, but I'm not going to go out of my way to make NPCs or playermodels if that's what you're asking.[/QUOTE]
afaik making playermodels is actually pretty simple, if it's rigged on valvebiped and has NPC animations you only need like four lines of code to get it working. but making playermodels would still be still largely pointless ofc
[T]http://imageshack.us/a/img820/4696/dbdp.jpg[/T]
Yeah, as I said before, it seems not to be double poly or something.
Not a flipped, not a double poly. Well, 'till you guys help me solve out, I'll just rig the other models.
[QUOTE=dmlxo21;39721090][T]http://imageshack.us/a/img820/4696/dbdp.jpg[/T]
Yeah, as I said before, it seems not to be double poly or something.
Not a flipped, not a double poly. Well, 'till you guys help me solve out, I'll just rig the other models.[/QUOTE]
Try selecting all the vertexes and hit weld. That can sometimes fix some issues.
[QUOTE=Kosai106;39721154]Try selecting all the vertexes and hit weld. That can sometimes fix some issues.[/QUOTE]
Still no use, for sake. Sorry for bumping the whole thread with my trouble.
Weird that some models don't have any of such trouble.
[QUOTE=dmlxo21;39721605]Still no use, for sake. Sorry for bumping the whole thread with my trouble.
Weird that some models don't have any of such trouble.[/QUOTE]
You should upload the .smd files of them somewhere and let us have a look, maybe someone will figure it out.
[QUOTE=Katra804;39719413]Am I right in guessing that's the model for the female vampire lord form you see in Skyrim?[/QUOTE]
It is. Though it seems to have been reskinned. Would love to see Lord Harkon and Male Vampire Lord version too (I could even provide the files).
i've had him finished already.
[t]http://uppix.com/f-Male_Vamp512cd023001238ac.jpg[/t]
i made up the .smd and wanted to set up the physics in mdlviewer.
but there i spotted a weighting error (when bending the upper leg behind it produces an ugly "cut").
so i went back in C4D and wanted to smooth the rigging at these certain areas, weight painted here
and there and moved both joints of the upper legs just a bit upwards. then re-exported the .smd. but then my compiler was spitting out:
[url=http://uppix.com/][img]http://uppix.com/f-Compiler_Issue512cd18a001238ae.jpg[/img][/url]
now isn't this just great? after ~8h of fixing a ton of rigging errors, which are there by default ...
Usually when I get that error, it means there are either too many net verts, or there is a corrupt bodygroup.
Is it possible either of those is the problem?
what do you mean by net verts? like floating-around-vertices? i already removed them.
and i also took the bodygroup out of the .qc just to see what happens. no difference!
so it's also not the bodygroup. i'm clueless atm ...
Is there going to be a texture group for the original textures?
[QUOTE=TheMask;39722498]what do you mean by net verts? like floating-around-vertices? i already removed them.
and i also took the bodygroup out of the .qc just to see what happens. no difference!
so it's also not the bodygroup. i'm clueless atm ...[/QUOTE]
if you go to where youre compiling the model like hl2/models/vampire and then you copy out the files after they finish to another place then it works. basically its hard to explain but when it says that it means too many polys normally but it only deletes the model after its done compiling it. i solved that problem myself but putting the mesh into bodygroups and then doing [code]
$bodygroup interior {
studio "interior.smd"
}
[/code] and then it stopped giving me that error, so you can do one of the 2 fixes
[QUOTE=Ellis :P;39722589]Is there going to be a texture group for the original textures?[/QUOTE]
the default texture is ugly, low-res and has more errors than my Notebook. so, no!
[QUOTE=TheMask;39722648]the default texture is ugly, low-res and has more errors than my Notebook. so, no![/QUOTE]
Damn. I hope I will be able to ask for the source files once the model gets done.
[QUOTE=sentrygunman;39722640]if you go to where youre compiling the model like hl2/models/vampire and then you copy out the files after they finish to another place then it works. basically its hard to explain but when it says that it means too many polys normally but it only deletes the model after its done compiling it. i solved that problem myself but putting the mesh into bodygroups and then doing [code]
$bodygroup interior {
studio "interior.smd"
}
[/code] and then it stopped giving me that error, so you can do one of the 2 fixes[/QUOTE]
the thing is: when i go to the destination folder, where the model should pop up after compiling
(TheMask/Vampire/Vampirelord_Male) there's nothing! it does delete the model while compiling or
doesn't even start because of this error.
so my .qc looks like this:
$modelname "TheMask\Vampire2\Vampirelord_Male"
$scale "1.0"
$cdmaterials "TheMask\Vampire"
$body "Body" "Vampire_Body.smd"
$body "Body" "Male_Vampire_Wings.smd"
$body "Body" "Male_Vampire_Eyes.smd"
$sequence ragdoll "Vampire_Body.smd" ACT_DIERAGDOLL 1 fps 30.00
$surfaceprop "flesh"
$bodygroup "Armor"
{
studio "Male_Vampire_Armor.smd"
blank
}
$collisionjoints "Male_Vampire_Body_Phys.smd"
[QUOTE=sentrygunman;39722927]try this
[code]
$modelname "TheMask\Vampire2\Vampirelord_Male"
$scale "1.0"
$cdmaterials "TheMask\Vampire"
$body "Body" "Vampire_Body.smd"
$sequence ragdoll "Vampire_Body.smd" ACT_DIERAGDOLL 1 fps 30.00
$surfaceprop "flesh"
$bodygroup "Armor"
{
studio "Male_Vampire_Armor.smd"
blank
}
$bodygroup Wings {
studio "Male_Vampire_Wings.smd"
}
$bodygroup Eyes {
studio "Male_Vampire_Eyes.smd"
}
$collisionjoints "Male_Vampire_Body_Phys.smd"
[/code][/QUOTE]
diferent settings, same shit. :(
[QUOTE=TheMask;39722956]diferent settings, same shit. :([/QUOTE]
ok normally what happens is it either throws this because its too high poly or because it cant find one of the smds so check those too.
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