The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
Where are they from?
[QUOTE=Portugalotaku;51810122]Where are they from?[/QUOTE]
Spec Ops The Line
Good work.
Guys a question ( yeah im new here )
Someone already port the models from gears of war 4 or still dont yet?
I hear the files are cracked and dont have the possibility to extract them...still?
A friend of mine got them out using Intel GPA and that's all I know.
:snip:
[t]http://i.imgur.com/GEnWIjH.jpg[/t][t]http://i.imgur.com/RdiOcLR.jpg[/t][t]http://i.imgur.com/ZBxFTbX.jpg[/t][t]http://i.imgur.com/fefVIPJ.jpg[/t]
Some Ukrainian soldiers hacked together using Simkas' 90s Russians, some MW3 bits, and Hauptmann's fantastic texturing skills.
[B]More molded[/B]
[t]https://i.gyazo.com/967bd2ab6c27462e8d53dfe8248e23f2.png[/t][t]https://i.gyazo.com/ecb46a4f6358473b3be9de5209807c5d.png[/t][t]https://i.gyazo.com/6f2622dbf136b458b9263e71a999fea0.jpg[/t]
4-legged mutation coming soon-ish, and then hopefully the release.
Ey man you're missing that sick ass super tactical red camo.
It's in the first picture, it's just very [I]very[/I] faint. Or it might be the lighting. My money is on both
[t]https://pp.vk.me/c637319/v637319484/34226/vth0fT6mu5A.jpg[/t]
(More noticeable on guys 1 and 3, from the left)
Getting ready to create all Thomas's outfits from Daft Punk.
[IMG]http://image.prntscr.com/image/dadfff5b71de4d8687bb437c45059262.png[/IMG]
So, maybe my English is really wrong, but red camo is on first screen and looks like that [IMG]https://pp.vk.me/c836332/v836332047/22e76/lKs7Tnuw2yQ.jpg[/IMG]
I think it needs to be a tad bit brighter and more red. The camo was dark like that in mw2 because the textures themselves are a bit washed out and de-saturated.
Thanks for advice.
[QUOTE=simkas;51841883]Ey man you're missing that sick ass super tactical red camo.[/QUOTE]
Not sure what's the problem. It worked very well with the shitty red filters.
[QUOTE=Lenoax;51843524]Getting ready to create all Thomas's outfits from Daft Punk.
[IMG]http://image.prntscr.com/image/dadfff5b71de4d8687bb437c45059262.png[/IMG][/QUOTE]
Care to post a side shot of the sculpt? Been waiting for Daft Punk models a while now and hoping they're accurate when it finally comes to.
[QUOTE=Luxuria;51846204]Care to post a side shot of the sculpt? Been waiting for Daft Punk models a while now and hoping they're accurate when it finally comes to.[/QUOTE]
Sure, here is a image with all sides.
[IMG]http://image.prntscr.com/image/cd56b18f77dc4a0d89a0efb027e65368.png[/IMG]
Slick, looks good. May wanna fiddle with the underside of the nose a bit, otherwise great work.
[t]https://greyscalegorilla.com/wp-content/uploads/2013/05/BothHelmets1200.jpg[/t]
[editline]21st February 2017[/editline]
Unless you're doing a different variation in which case ignore me.
[t]http://orig10.deviantart.net/187a/f/2017/051/f/6/_sfm__r_a_p_s_unit__now_with_camo___by_jacob_lhh3-dazrhij.png[/t]
R.A.P.S Unit - Black Ops 3
Some textures has been replaced, because I still have issues with MP stuff.
I need some help with the helmet, phong and envmap in that helmet, isn't good for me :/
[IMG]http://image.prntscr.com/image/0fd88e0d0c8545548c1809c1377b4a54.png[/IMG]
so weird.
[B]Edit:[/B]
[IMG]http://image.prntscr.com/image/7bf3b42c44304c69b443da403876a6ba.png[/IMG]
Nice.
^ That's incredible. Is the coat/body also modeled by you?
[QUOTE=Lenoax;51850357]I need some help with the helmet, phong and envmap in that helmet, isn't good for me :/
[IMG]http://image.prntscr.com/image/0fd88e0d0c8545548c1809c1377b4a54.png[/IMG]
so weird.
[B]Edit:[/B]
[IMG]http://image.prntscr.com/image/7bf3b42c44304c69b443da403876a6ba.png[/IMG]
Nice.[/QUOTE]
Holy shit, this is great. Do you still plan to add the mouth slit and under-nose vents?
Hello again, everyone! I come with yet another 3dsMax 2011 tool that no one here will actually use!
It's a set of tools for automating importing and exporting SMDs with Wunderboy's tools. Obviously, only works for Wunderboy. Below, I have a video demonstrating importing 10 models the classic way, and with my tool. The former takes me about 2 minutes, the latter, about 15 seconds.
[b][url=https://files.catbox.moe/libda4.webm]47-second webm, linked because I don't know how to embed it :v:[/url][/b]
Download includes two files: Wunderboy_SilentTools.ms, and Wunderboy_SilentTools_UX.ms.
[b]Wunderboy_SilentTools.ms[/b] is an API, for use in other scripts. It is required for the other script.
[b]Wunderboy_SilentTools_UX.ms[/b] is a simple example of the API in action, and exposes the SMD Import and SMD Export tools seen in the video.
Both of these need to go into your [b]3ds Max 2011/scripts/startup/[/b] folder. To use the UX script, go to the last tab on the left-hand menu (the hammer icon), press the MAXScript button, and then select the importer / exporter from the drop-down menu. The UI for them will pop up at the bottom of that panel.
There is also a silent SMD export option, but it's not nearly as impressive to show off on its own.
As always, the tools are only tested in 3dsMax 2011 64-bit on Windows 7. I don't guarantee anything. Use at your own risk. :v:
[b][url=https://files.catbox.moe/fhcaj0.zip]Click here to download[/url][/b]
Also as always, you're free to do whatever you want with the code. I just ask for credit where it's due.
[QUOTE=SevenBillion;51857556]I am trying to implement faceposing into a model for the first time, but I can't get seem to get the face flexes to work.[/QUOTE]
You're missing the flexfile brackets. Example:
[CODE]
$model $modelName$ $modelFile$ {
$include eyes.qci
flexfile ../_common/$headType$.vta
{
flex dummyflex frame 9
}
flexcontroller dummyflex dummyflex range 0 1
%dummyflex = dummyflex
}
[/CODE]
You're using Max right? What does your Morpher modifier look like?
If I remember correctly you also have to do something with the timeline and keyframes.
Well, this may be a long shot, but maybe try adding just a blank dummy flex at the end. Maybe it's being problematic because there's only one frame. Plus I know in Auto Key for each frame you have to zero the previous frame's flex.
Also, try commenting out the defaultflex line, it shouldn't make a difference but it sometimes causes weirdness if you alter the base model.
someone, years ago, made a tool for crudely converting SMDs into one-flex VTAs - does anyone happen to still have that program?
[QUOTE=SevenBillion;51859173]And also each individual flex is set to 100% in its designated frame as well. So, I am not too sure what's up with that.[/QUOTE]
Is it set only in it's designated frame, and not in any others? If so, then I got nothing else. Maybe try the thing Joazzz suggested if anyone digs it up.
And remember as a last resort you can always upload the files for people to take a look at. It's incredibly difficult to troubleshoot just through text.
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