Putting a half life citizen model onto another skeleton and body?
3 replies, posted
I'm attempting to put a head mesh onto another body, but I'm not quite sure how to go about this. I am using 3DS Max with all the plugins that goes with it.
How do the materials work? The eyes become little versions of the facemap.
[img_thumb]http://i.imgur.com/kSOuPDq.png[/img_thumb]
There are other materials for the right and left eyeball, also pupils. But I'm not quite sure how I would go about correctly putting the materials on the mesh.
What I've done for the skeleton is simply copy the Skin modifier from the original head for the playermodel and put it onto the mesh of the citizen head. It actually works,
the only issue I have is that the head is too far forward and now I would need to edit the skeleton, which I have absolutely no experience with.
[img_thumb]http://i.imgur.com/NRLNQyL.png[/img_thumb]
(I am quite new to this, don't attack me.)
welcome to the world of meshmodding....
Starting out, you are trying to do too much at once. Start smaller, try to add things like hats first. Then move on to something like swapping the hair with a different one. It'll teach you the basic principles of rigging and weight painting. Going straight for a headhack is a bit much.
P.S. if your just starting out with 3dsmax, just switch to blender instead. Blender is better for this kind of stuff. this is my conclusion after a few thousand hours or so in this
[QUOTE=aaronuk12;51946944]
There are other materials for the right and left eyeball, also pupils. But I'm not quite sure how I would go about correctly putting the materials on the mesh.
the head is too far forward and now I would need to edit the skeleton, which I have absolutely no experience with.
[/QUOTE]
I wouldn't even bother with the materials. I never did it unless I'm porting the model myself. You could edit the body mesh to fit the head. Do not move the head or you'll mess up the Face flex. (if that is what you're aiming for)
[QUOTE=detreter;51947326]
P.S. if your just starting out with 3dsmax, just switch to blender instead. Blender is better for this kind of stuff. this is my conclusion after a few thousand hours or so in this[/QUOTE]
This is your opinion. Not everyone elses opinion in the world. I've used 3DS Max since 2010. And used Blender for about 2 years, and through out all the times I've used either of them. 3DS Max is better. But that is my opinion.
[QUOTE=isaa1;51948605]I wouldn't even bother with the materials. I never did it unless I'm porting the model myself. You could edit the body mesh to fit the head. Do not move the head or you'll mess up the Face flex. (if that is what you're aiming for)
This is your opinion. Not everyone elses opinion in the world. I've used 3DS Max since 2010. And used Blender for about 2 years, and through out all the times I've used either of them. 3DS Max is better. But that is my opinion.[/QUOTE]
Right now it's a working model. But I don't want to have just a random guy with white eyes lol the head is a bit too forward, which is not too big of a deal.
I am a user of 3DS Max for games development, and I prefer it, also it's industry standard.
[editline]14th March 2017[/editline]
[QUOTE=detreter;51947326]welcome to the world of meshmodding....
Starting out, you are trying to do too much at once. Start smaller, try to add things like hats first. Then move on to something like swapping the hair with a different one. It'll teach you the basic principles of rigging and weight painting. Going straight for a headhack is a bit much.
P.S. if your just starting out with 3dsmax, just switch to blender instead. Blender is better for this kind of stuff. this is my conclusion after a few thousand hours or so in this[/QUOTE]
I'm not just starting out with 3DS Max, I use it for games development. I have never rigged or made a character model before however. I think it might be okay if I keep the head moved forward a bit, better that than have to redo the entire skeleton. But how would I sort out the eyes? I would rather not have the eyes looking fucked up.
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