I'm very inexperienced. Just gonna throw that out there, hardly any knowledge of what i'm doing as far as exporting into SFM.
Ok basically I figured out how to get CS:S models into 3ds max finally. Now what I want to do is add facial rigs, to where i can make the face do an emotion. Blah blah.
I've watched a few tutorials on rigging with CAT, etc. but the thing is, after i finally do that. How would I get it back into SFM? and once i do, will i be able to move and mess with the bones i added from 3ds max, inside of SFM?
Also, i'm open to hearing easier ways to do this. I've tried exporting a few times and compiling with the QC file, etc. but I can't seem to get the texture on the model. I don't mind starting everything from scratch. If i'm assisted.
Long story short: Can anyone help or assist me in adding face rigs to CS:S models, teaching or showing me as a beginner with no expectations that i'll be expert in knowing what you're talking about or doing it all in 1 go without asking how to do this and that.
Uh, I am not really the person that does facial rigs but I'm pretty sure you can add emotions without one.
If not I would suspect that somebody has released this already.
[QUOTE=tecsperk;44762526]Uh, I am not really the person that does facial rigs but I'm pretty sure you can add emotions without one.
If not I would suspect that somebody has released this already.[/QUOTE]
Possible that this thread is multiple by other users but their answers and solutions were all rude people just arguing or criticizing. No one straight to the point or helpful with answers. And how would that be done? Also for CS:S models, it's not released.
The problem is that you're trying to do one of the most complicated things you can do in source or 3D modelling in general. It takes a combination of a number of different artistic skills and technical knowledge/experience and there are many completely different, but valid ways of doing it.
In order to walk someone with your experience level through the process of doing this successfully would take a tremendous amount of time and energy, more so than just doing it themselves, and there's so many things that can go wrong along the way so they'll constantly be having to troubleshoot for you.
This is why when someone asked how to do the exact same thing many months ago (that rude thread you referred to) I suggested that they just use cs:go models with hacked heads that already have face posing capability. The job is basically already done for you.
But for that person (and I'm guessing for you too) that wasn't good enough, they needed the ORIGINAL cs:s models and could accept no substitutes, fair enough I guess, but to me all swat/terrorist models look pretty much the same, but whatever... If you want those cs:go models with hacked heads just google 'cs:go bms heads' (without quotes).
The other problem you face (no pun intended) is that the css models weren't originally meant to even have face posing, so there's no mouth interior or teeth or tongue modeled or anything like that and I imagine the poly count is quite low as well which can make things trickier when trying to model facial flexes. And we haven't even talked about doing eyes correctly which is a whole other subject to deal with.
However if all that hasn't convinced you and you're still determined to do this, here's my advice to you:
Baby steps. You're trying to run before you can walk. Focus on getting a model from 3DS Max into SFM with working textures and everything first. Then make sure the skeleton works properly and you can animate it, and then FINALLY once you've accomplished all that you can work on facial flexes.
In the spirit of helping, here are a bunch of tutorials I've found on the subject, again they will vary somewhat on how they do things as there's many ways to accomplish the same thing, but this should at least get you pointed in the right direction:
[URL]http://facepunch.com/showthread.php?t=1236601[/URL]
[URL]http://www.facepunch.com/threads/542906[/URL]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=170877216[/URL]
[URL]https://developer.valvesoftware.com/wiki/Creating_Flex_VTA_files_with_3D_Studio_Max[/URL]
[URL]http://internethatemachinae.wordpress.com/2013/11/07/the-doctor-is-in/[/URL]
[URL]http://internethatemachinae.wordpress.com/2014/02/20/source-eyes-taking-a-closer-look/[/URL]
There's also the Wall Worm model tools which can potentially make the process of exporting a model from 3DS Max into Source much easier: [URL]http://dev.wallworm.com/topic/2/wall_worm_model_tools.html[/URL]
Even for models with facial flexes: [URL]http://dev.wallworm.com/document/76/making_facial_animations.html[/URL]
However in my experience the wall worm tools are great for simple props but for a skeletal model with facial flexes the results can vary wildly. It's still an option and one I personally use myself but I think in the long run you're better off doing things manually as you'll understand when things go wrong and how to fix it as opposed to having everything done 'behind the scenes' so to speak.
I also found some higher res textures for the cs:s models you might want to consider: [URL]http://css.gamebanana.com/skins/66579[/URL]
Good luck... Here's the link to cs:go models with BMS (black mesa source) heads again: [URL]https://www.google.ca/search?q=cs%3Ago+bms+heads&oq=cs%3Ago+bms+heads&aqs=chrome.0.69i59j69i58.2543j0j7&sourceid=chrome&es_sm=93&ie=UTF-8[/URL]
[QUOTE=PalmliX;44764589]The problem is that you're trying to do one of the most complicated things you can do in source or 3D modelling in general. It takes a combination of a number of different artistic skills and technical knowledge/experience and there are many completely different, but valid ways of doing it.
In order to walk someone with your experience level through the process of doing this successfully would take a tremendous amount of time and energy, more so than just doing it themselves, and there's so many things that can go wrong along the way so they'll constantly be having to troubleshoot for you.
This is why when someone asked how to do the exact same thing many months ago (that rude thread you referred to) I suggested that they just use cs:go models with hacked heads that already have face posing capability. The job is basically already done for you.
But for that person (and I'm guessing for you too) that wasn't good enough, they needed the ORIGINAL cs:s models and could accept no substitutes, fair enough I guess, but to me all swat/terrorist models look pretty much the same, but whatever... If you want those cs:go models with hacked heads just google 'cs:go bms heads' (without quotes).
The other problem you face (no pun intended) is that the css models weren't originally meant to even have face posing, so there's no mouth interior or teeth or tongue modeled or anything like that and I imagine the poly count is quite low as well which can make things trickier when trying to model facial flexes. And we haven't even talked about doing eyes correctly which is a whole other subject to deal with.
However if all that hasn't convinced you and you're still determined to do this, here's my advice to you:
Baby steps. You're trying to run before you can walk. Focus on getting a model from 3DS Max into SFM with working textures and everything first. Then make sure the skeleton works properly and you can animate it, and then FINALLY once you've accomplished all that you can work on facial flexes.
In the spirit of helping, here are a bunch of tutorials I've found on the subject, again they will vary somewhat on how they do things as there's many ways to accomplish the same thing, but this should at least get you pointed in the right direction:
[URL]http://facepunch.com/showthread.php?t=1236601[/URL]
[URL]http://www.facepunch.com/threads/542906[/URL]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=170877216[/URL]
[URL]https://developer.valvesoftware.com/wiki/Creating_Flex_VTA_files_with_3D_Studio_Max[/URL]
[URL]http://internethatemachinae.wordpress.com/2013/11/07/the-doctor-is-in/[/URL]
[URL]http://internethatemachinae.wordpress.com/2014/02/20/source-eyes-taking-a-closer-look/[/URL]
There's also the Wall Worm model tools which can potentially make the process of exporting a model from 3DS Max into Source much easier: [URL]http://dev.wallworm.com/topic/2/wall_worm_model_tools.html[/URL]
Even for models with facial flexes: [URL]http://dev.wallworm.com/document/76/making_facial_animations.html[/URL]
However in my experience the wall worm tools are great for simple props but for a skeletal model with facial flexes the results can vary wildly. It's still an option and one I personally use myself but I think in the long run you're better off doing things manually as you'll understand when things go wrong and how to fix it as opposed to having everything done 'behind the scenes' so to speak.
I also found some higher res textures for the cs:s models you might want to consider: [URL]http://css.gamebanana.com/skins/66579[/URL]
Good luck... Here's the link to cs:go models with BMS (black mesa source) heads again: [URL]https://www.google.ca/search?q=cs%3Ago+bms+heads&oq=cs%3Ago+bms+heads&aqs=chrome.0.69i59j69i58.2543j0j7&sourceid=chrome&es_sm=93&ie=UTF-8[/URL][/QUOTE]
Thanks a million, you were very helpful. And I really appreciate that you took the time to do all of this. Also when I try the CS:GO models, from the garry's mod site they appear invisible in SFM. Any clue why?
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