• Far Cry 3 Models [W.I.P] (->UNRIGGED<-)
    171 replies, posted
[QUOTE=kamikaze_88;38965600]Here is the tutorial for whoever wanted to know how to get your own models and get the textures working [url]http://youtu.be/iveE8QLnM6Q[/url] :) Sorry if it is too long, i didnt had alot of time to edit etc. At the end of video there is some renders of Citra. Enjoy :) [B]Password : facepunch[/B] [B]Added link to my mediafire account for Liza Snow [url]http://www.mediafire.com/?xvc8t50db9c2q[/url][/B] [U][B]The hair for Liza and the eyelashes on both models have a .exr format for the texture, you can change this in photoshop or something to a png or tiff with alpha channel[/B][/U] I have resaved both models with max version 2010, so it should open on max 2010-2013, included is the obj files aswell. Enjoy! :)[/QUOTE] Did anyone try rigging the models or exporting it? In blender, half on each part of the body is flipped, so it looks invisible, same when I tried to rig both models in 3dsmax.
[QUOTE=DinoCarbon;38973258]Did anyone try rigging the models or exporting it? In blender, half on each part of the body is flipped, so it looks invisible, same when I tried to rig both models in 3dsmax.[/QUOTE] I noticed that when previewing the files in Noesis. It's easily fixed though. In Blender you can ctrl+n and flip the normals outside, or you can manually select the "invisible" faces and hit "w" then select "flip normals."
[QUOTE=DinoCarbon;38973258]Did anyone try rigging the models or exporting it? In blender, half on each part of the body is flipped, so it looks invisible, same when I tried to rig both models in 3dsmax.[/QUOTE] Yes they were like that, I just deleted half of mesh and mirrored geometry, did this and not flip normals cause I edited the mesh a bit. I'm rigging Citra Nude right now but somethings...weird :/
Reason why I flipped the one half of some of the models is because the normal map for that geometry wont show up properly when I render them. This is the case with Citra's body, face and Liza's Pants, face. I guess game engines Have a special way of handling this. without flipping the normals... If you guys want me to, I can make all the normals the same and reupload the models, but then I dont know how to get the normal maps to render properly in max/maya, if you gonna need them.
[QUOTE=kamikaze_88;38977746]Reason why I flipped the one half of some of the models is because the normal map for that geometry wont show up properly when I render them. This is the case with Citra's body, face and Liza's Pants, face. I guess game engines Have a special way of handling this. without flipping the normals... If you guys want me to, I can make all the normals the same and reupload the models, but then I dont know how to get the normal maps to render properly in max/maya, if you gonna need them.[/QUOTE] I can just add the normal maps later on... lol. But yea, that'd be really appreciated for Liza Snow since she isn't symmetrical like Citra. =D Edit: I did ctrl + n in blender and it fixed most of the stuff for Liza, but I'm not sure if the insider of her hair is invisible or does it require flipping. Edit x2: Dang, the middle faces aren't connected. :p Guess I'll leave it as is.
@ DinoCarbon Noticed that tho, just select the vertices and merge them to center. Did that yesterday, took me around 15 minutes. (In case you don't know to merge, select the two vertices and press W then select Merge and At Center)
I have Sam, but a few things are off. Firstly UV maps are totally screwed, even if you use the U=5 V=4 manual settings in the ninja importer script. I thought i found a standard pattern for most things, sizewise its like 0.0002, rotated by -90°, but even then it still requires some manual pushing around. If anyone has better values, please elaborate. Secondly, does anyone know how the game engine handles tatoos? The tatoo textures have different UVs from the skin textures they're supposed to be on, is there a secondary UV map the ninja ripper doesn't rip, or is it a second "translucent" mesh overlay with its own UV set? Thirdly, some of Sam's textures require to be coloured. I used the jungle texture as overlay, but in the game its black/dark grey. Anyone know where these colors are stored? And point 4, is it me or do .dds textures of newer games all have their red and blue channels switched? Also, Far Cry 3 textures always come out way too dark for me, i always have to increase brightness. I also should tweak saturation a little now that i look at that picture. Anyone has fixed values for that? [URL=http://imageshack.us/photo/my-images/713/samjf.jpg/][IMG]http://img713.imageshack.us/img713/77/samjf.jpg[/IMG][/URL]
The game's foliage would be really damn great for scenebuilds.
So far so good, few tweaks remain to do and some bones for face, this is the first time when I have rigged something, so it's not pro job but I'm still glad with the final outcome so far. Once it's done...someone might wanna convert it for gmod, let me know. [img]http://i.imgur.com/XGSnY.png[/img] [i]Wasn't sure if nude is allowed so pix'ed the hot zones[/i]
[QUOTE=snp;38994638]So far so good, few tweaks remain to do and some bones for face, this is the first time when I have rigged something, so it's not pro job but I'm still glad with the final outcome so far. Once it's done...someone might wanna convert it for gmod, let me know. [img]http://i.imgur.com/XGSnY.png[/img] [i]Wasn't sure if nude is allowed so pix'ed the hot zones[/i][/QUOTE] unpix then link us to the image
[QUOTE=huzzel;38991615]I have Sam, but a few things are off. Firstly UV maps are totally screwed, even if you use the U=5 V=4 manual settings in the ninja importer script. I thought i found a standard pattern for most things, sizewise its like 0.0002, rotated by -90°, but even then it still requires some manual pushing around. If anyone has better values, please elaborate. Secondly, does anyone know how the game engine handles tatoos? The tatoo textures have different UVs from the skin textures they're supposed to be on, is there a secondary UV map the ninja ripper doesn't rip, or is it a second "translucent" mesh overlay with its own UV set? Thirdly, some of Sam's textures require to be coloured. I used the jungle texture as overlay, but in the game its black/dark grey. Anyone know where these colors are stored? And point 4, is it me or do .dds textures of newer games all have their red and blue channels switched? Also, Far Cry 3 textures always come out way too dark for me, i always have to increase brightness. I also should tweak saturation a little now that i look at that picture. Anyone has fixed values for that? [/QUOTE] 1. U=4 and V=5 then just scale the UV's into position 2. I was trying to figure that out too, my guess is that the game engine uses different UV sets for the tatoos, best way I know is to just apply them manually over the diffuse map. 3. Im not sure about the colors, but I can tell you how to get the untouched high res textures from the unpacked game files. U need a tool called Gibbed Tools Dunia 2 GUI-1.03. It allows you to extract all game files, and also has a function to convert the .xbt textures to .dds textures. The textures, once you extracted game files, are located in \fc3_main\graphics\__fc3_graphics\_common\_textures. Put those textures(.xbt) into the IN folder for where you installed Gibbed Tools Dunia 2 GUI, run the tool, press xbt to dds, then check the OUT folder. Use those dds files, usually there are 2 versions of each texture, low res and high res, the ones that end with mip0 are high res. Open them in Photoshop with the dds plugin installed from Nvidia. when popup dialog comes, I usually use convert to 8bit, then open and save as jpg or whatever. The normal maps is another thing, if anyone needs help with that, I will make a tutorial video. too much to explain in writing. 4. I believe, I may be wrong, the game uses linear colorspace to do realistic lighting effects with post filters etc. Linear workflow in the 3D world is awesome :) Just google it. It helps with alot lighting, reflections/HDR's etc. When you rip the game models, I think it does't take the post effects into account for gamma correcting the textures. [editline]28th December 2012[/editline] [QUOTE=snp;38994638]So far so good, few tweaks remain to do and some bones for face, this is the first time when I have rigged something, so it's not pro job but I'm still glad with the final outcome so far. Once it's done...someone might wanna convert it for gmod, let me know. [i]Wasn't sure if nude is allowed so pix'ed the hot zones[/i][/QUOTE] Nice one! Today I found a cool plugin for Maya to help with skinning characters, check it out [url]http://www.ngskintools.com/[/url] :) [editline]28th December 2012[/editline] :rock:[url=http://postimage.org/][img]http://s9.postimage.org/84crie2bj/Citra_with_Tiger.jpg[/img][/url] :D :quagmire: :rock: :quagmire:
Hmm that tool looks promising, installed and will try tomorrow to see how it deals, used this to skin Citra in the above image?
nah, just normal weight painting, but I used it on the tiger quickly :D the smooth weights tool works great.
Thanks. Converting the normal maps isn't too difficult, just some channel switching again. Gibbed Dunia always crashes on my FC3_Main before it finishes extracting, i get only a few textures. Don't know if it's because of insufficient ram or what. Are 6GB insufficient these days? And i think Sam's harness is colored ingame by some fancy shader, there's even a mask texture with different colorable areas. But that doesn't pose a huge problem, just pick a color (or texture in my case) and use it as overlay instead.
afaik nudes are fine but garry is a bit spastic about them. there are some nude models but all of the porn threads were closed quite a while ago.
well, this looks like progress, can't wait for a rigged of liza/citra =D
Could anyone share dds/tga files of Vaas' textures? The ones [URL="http://www.garrysmod.org/downloads/?a=view&id=133178"]from here[/URL] look unnecessarily overcontrasted. [B]EDIT: [/B]I tried to extract them myself but the Gibbed Tools keep crashing after some exporting and says done. But it doesn't exctract most of textures.
[QUOTE=DP Films;39011607]Could anyone share dds/tga files of Vaas' textures? The ones [URL="http://www.garrysmod.org/downloads/?a=view&id=133178"]from here[/URL] look unnecessarily overcontrasted. [B]EDIT: [/B]I tried to extract them myself but the Gibbed Tools keep crashing after some exporting and says done. But it doesn't exctract most of textures.[/QUOTE] Here is the original textures from the unpacked files. [url]http://www.mediafire.com/?xvc8t50db9c2q[/url] Password : facepunch
[QUOTE=kamikaze_88;39015276]Here is the original textures from the unpacked files. [url]http://www.mediafire.com/?xvc8t50db9c2q[/url] Password : facepunch[/QUOTE] Thank you for sharing.
kamikaze did you tried any static models from game? Trying to get some temple meshes through the FC3Editor, but UV's are overlapping, wouldn't be a problem if they were separated somehow but having over 100 of sets overlapping ain't nice... :))
[QUOTE=snp;39018618]kamikaze did you tried any static models from game? Trying to get some temple meshes through the FC3Editor, but UV's are overlapping, wouldn't be a problem if they were separated somehow but having over 100 of sets overlapping ain't nice... :))[/QUOTE] No I havent tried, I dont think im going to , im just interrested in the characters :) Doesnt Ninja ripper work?
I'm doing it with Ninja Ripper, but it's more easy through Editor since I add in scene the objects I'm interested in.
I keep hoping someone has ripped the weapons with every bump :P I'm dying to replace some of the old ass gun models I have with the ones from FC3 like the 552 and such.
Nice, are you going to make skingroups for camos?
Fixed the shading. Removed seams. Improved nmaps. Fixed contrast on the textures. I take no credits for porting the model. Would release it at gm.org after some pics would be done. [I]The image is clickable.[/I] [thumb]http://img94.imageshack.us/img94/3708/gmconstruct130003.jpg[/thumb]
I didn't port the textures, I got given broken textures, and had to make do with what I had :v:
[QUOTE=Stiffy360;38870189]Would it be too much to ask for someone to rip some foliage and rocks?some of those models would be wonderful to stick in a map.[/QUOTE] I'd like to suggest this again. Models like those would be fantastic for maps.
Somebody should get the animals, those would be super useful.
any rigged things released?
[QUOTE=kamikaze_88;38943300]Liza Snow Renders with normal maps applied :) :wink: [url=http://postimage.org/][img]http://s7.postimage.org/8fsu93w8r/Liza_Snow_1.jpg[/img][/url] [url=http://postimage.org/][img]http://s7.postimage.org/6qoces5x7/Liza_Snow_2.jpg[/img][/url] [url=http://postimage.org/]upload photos[/url][/QUOTE] kamikaze 88 can do this model in 3ds max format and in addition to making the switch on your model lysis she is just a little black and white so you can do something about it, please
Sorry, you need to Log In to post a reply to this thread.