• The Facepunch Mass Effect models W.I.P megathread
    4,020 replies, posted
  • Almost done, just needs some work on phymodel. [img]http://dl.dropbox.com/u/28638338/ttt_gunkanjima0002.jpg[/img]
  • [QUOTE=Norpo;35315184]Almost done, just needs some work on phymodel. [/QUOTE] Do you also consider, changing the hair not to be transparent anymore? It would improve the model dramatically.:smile:(Not that it would be awesome enough already)
  • [QUOTE=Norpo;35315184]Almost done, just needs some work on phymodel. [img]http://dl.dropbox.com/u/28638338/ttt_gunkanjima0002.jpg[/img][/QUOTE] The... omni-blade is reversed.
  • Awesome! For the next, can you also port this one? [img]http://i713.photobucket.com/albums/ww135/yana_tsitova/Mass%20Effect/Kelly%20Chambers/MassEffect22010-04-2215-00-27-30.jpg[/img] You or someone other.
  • [QUOTE=Deus ex Nihilo;35316304]Do you also consider, changing the hair not to be transparent anymore? It would improve the model dramatically.:smile:(Not that it would be awesome enough already)[/QUOTE] If you do it a certain way it can look better than alphatest, like what I did with Rosa and Jill. Keep translucency, but you should try tweaking it a bit. Method I used to fix source's bug with translucency: Copy hair mesh in model program, flip normals, apply a different hair texture that will have alphatest applied, use nocull on it. On the original hair mesh, keep translucent texture applied and make sure that does not use nocull in it's vmt. Export both hair meshes together, in-game it should be solid, not disappear with lamps and retain it's smooth edges. (the fade isn't perfect, but it's a hell of a lot better than using just alphatest!)
  • Kelly died in my ME2 suicide run, so that picture was a little depressing.
  • [QUOTE=Evil-Ash;35317059]Awesome! For the next, can you also port this one? [img]http://i713.photobucket.com/albums/ww135/yana_tsitova/Mass%20Effect/Kelly%20Chambers/MassEffect22010-04-2215-00-27-30.jpg[/img] You or someone other.[/QUOTE] Kinda hard due to her not having a modelled unique face.
  • [QUOTE=bloocobalt;35317085]If you do it a certain way it can look better than alphatest, like what I did with Rosa and Jill.[..] (the fade isn't perfect, but it's a hell of a lot better than using just alphatest!)[/QUOTE] Wow. Judging by the looks of Jill and Rosa, this is the perfect solution. Thanks for the tip.:smile:
  • [QUOTE=Irockz;35317615]Kelly died in my ME2 suicide run, so that picture was a little depressing.[/QUOTE] Not if you decided to go through the relay immediately after the collectors captured everyone.
  • [QUOTE=bloocobalt;35317085]If you do it a certain way it can look better than alphatest, like what I did with Rosa and Jill. Keep translucency, but you should try tweaking it a bit. Method I used to fix source's bug with translucency: Copy hair mesh in model program, flip normals, apply a different hair texture that will have alphatest applied, use nocull on it. On the original hair mesh, keep translucent texture applied and make sure that does not use nocull in it's vmt. Export both hair meshes together, in-game it should be solid, not disappear with lamps and retain it's smooth edges. (the fade isn't perfect, but it's a hell of a lot better than using just alphatest!)[/QUOTE] I do the exact same thing, except that I shrink the alphatest textured mesh the tiniest bit, so that you actually get some extra visible hairstrands and whatnot. All in all, transparency blows pretty hard in Source, we shouldn't have to result to such crude means.
  • Id like to ask a question: Are the hologram effects of the illusive man, hackett and Anderson a texture? I like the effect in game and wondered if itd be possible to port them like that.
  • The holograms are done by ingame shaders, so it'd be hard to port them since you'd have to try to recreate that. That'd be difficult without it looking like shit in source, though. Especially if you wanted to have faceposing/eyeposing and such, since the transparency would make them look like any other model you set to be slightly invisible with the color tool.
  • [QUOTE=MSV Majesty;35325401]is there any reapers, turrets or drones[/QUOTE] Patience, they will come when they are released by the generous ladies and gentlemen of these forums.
  • [QUOTE=FloaterTWO;35325210]The holograms are done by ingame shaders, so it'd be hard to port them since you'd have to try to recreate that. That'd be difficult without it looking like shit in source, though. Especially if you wanted to have faceposing/eyeposing and such, since the transparency would make them look like any other model you set to be slightly invisible with the color tool.[/QUOTE] I see, its a shame. But what can ya do? Thanks for the response and thanks to everyone working.
  • The weapon fold animations are pretty broken so i can't port folded up versions of the guns. [img]http://dl.dropbox.com/u/9988278/fuckd.jpg[/img] [img]http://dl.dropbox.com/u/9988278/broke.jpg[/img] I'm gonna try using the ME2 animations instead. The new guns that aren't in me2 suck dicks so i'll try porting those without bodygroups.
  • Try using these settings for the .psa's when your trying to import them. If you don't set the Transition Mode to Force Aminset translation it comes out fucked up. [img]http://filesmelt.com/dl/orly4.png[/img]
  • Finally finished. [url]http://facepunch.com/threads/1173938?p=35360677#post35360677[/url]
  • [img]http://dl.dropbox.com/u/9988278/cs_assault0010.jpg[/img] [img]http://dl.dropbox.com/u/9988278/cs_assault0009.jpg[/img] These are pretty done so far. [QUOTE=Senscith;35360069]Try using these settings for the .psa's when your trying to import them. If you don't set the Transition Mode to Force Aminset translation it comes out fucked up. [img]http://filesmelt.com/dl/orly4.png[/img][/QUOTE] I hoped there was a way to port the folded ones, thank you.
  • [QUOTE=Norpo;35360688]Finally finished. [url]http://facepunch.com/threads/1173938?p=35360677#post35360677[/url][/QUOTE] Looks cool and all, but did you fix the finger bone orientation? Watch this tutorial I made a while back (ignore my annoying accent): [url]http://www.youtube.com/watch?v=3CLyYMNypqA[/url]
  • [QUOTE=Haxxer;35361021]Looks cool and all, but did you fix the finger bone orientation? Watch this tutorial I made a while back (ignore my annoying accent): [url]http://www.youtube.com/watch?v=3CLyYMNypqA[/url][/QUOTE] Genius. I <3 you.
  • [QUOTE=elite rider;35361147]Yo Haxxer, are you gonna take my customizable Quarian request?[/QUOTE] Nope, not really interested.
  • So, just suddenly felt like porting some models, and I thought I might as well post something in this thread. [t]http://cloud.steampowered.com/ugc/577826127582106713/94B1255970A134AA708917810C0276832EBD2940/[/t] The result of 2 days of porting "Experience", still can't get some QC stuff working, and I won't even dare touching rigged ragdolls yet, but its a start. Guess I'll release it once it's actually proper, unless someone else beats me to it (Or has already) Problem is mostly that I have to use 3DSMax and WallWorms model tools, while I have been slightly educated in Maya, and I don't know anything about 3DS. [editline]Stuff[/editline] And I can't for the life of me find the Dreadnought or a Turian ship, the dreadnought in the first part of the game or hackett speech does seem like models, but I can't find them in any archive, same with the Turian ship in Hackett's speech.
  • The problem with a lot of the ships is that they're only seen in the cinematics and nowhere else. We're not gonna be able to port the asari ships or the alliance fighter pilots along with a ton of other stuff that would've been cool to have.
  • Me and Floater are slowly working through the weapons in mass effect. Hopefully we'll have a pack ready for you guys soon enough.