• Some question about model texture and bone rigging
    14 replies, posted
So,im new to the porting,i want to ask some question First,Does this bone finger correct,or should be resized,if it need resized,how much? some image example could be good (because im often got myself a deformed bone finger) [IMG]http://i.imgur.com/YUgR80M.png[/IMG] Second,as you noticed the texture is very blurry,is there any way to increase the quality? ( i use ninjaripper to rip the model and texture)
Bump
Second Bump Please guy,help your mate here
Third bump I need help badly dude
Fourth bump You gotta be kidding me.why everyone is ignoring?
i dunno how max works. afaik it's not about the size of this hexagon things. they're just display helpers. what's more important is where you put the root location of those. that means where the exact joint of the finger's bones are located and which directional axis they rotate around. you sure could fix some of those. that's as much as i can see there. and... i dunno either where the texture lod is setup in max. it's possibly somewhere in an option menu setting.
[QUOTE=episoder;50610635]i dunno how max works. afaik it's not about the size of this hexagon things. they're just display helpers. what's more important is where you put the root location of those. that means where the exact joint of the finger's bones are located and which directional axis they rotate around. you sure could fix some of those. that's as much as i can see there. and... i dunno either where the texture lod is setup in max. it's possibly somewhere in an option menu setting.[/QUOTE] So,it is okay for the bone to jutting out like in pic as long the joint position is in correct place?
As episoder said, the size of the bones doesn't matter as much as their position and rotation. If you're porting this model over and it already came rigged, I wouldn't touch the bones as they have already been positioned properly and rigged. As for the textures, 3DSMAX comes out of the box with the texture quality set super low. You'll have to up the res by going to Viewport Configuration > Display Performance > Texture Maps. The size in that text box starts out at like 512 px or something. You should raise it to at least 1024, or higher depending on how powerful your comp is. I just keep it at 2048.
[QUOTE=StealthC;50612250]As episoder said, the size of the bones doesn't matter as much as their position and rotation. If you're porting this model over and it already came rigged, I wouldn't touch the bones as they have already been positioned properly and rigged. As for the textures, 3DSMAX comes out of the box with the texture quality set super low. You'll have to up the res by going to Viewport Configuration > Display Performance > Texture Maps. The size in that text box starts out at like 512 px or something. You should raise it to at least 1024, or higher depending on how powerful your comp is. I just keep it at 2048.[/QUOTE] Well,i try to rig this one with default Half life 2 bones . For texture,already set like what you say,but nothing happened (maybe the texture itself is Low res)
Yes it's entirely possible that the texture itself is low res. And when you say you're trying to rig it with default HL2 bones, what do you mean exactly? Did the model come with a full skeleton or not? I can see the bone names are on the ValveBiped convention, but I don't know if you renamed them or just took a skeleton from an existing HL2 model and transferred over to this one and aim to rig it yourself.
[QUOTE=StealthC;50620572]Yes it's entirely possible that the texture itself is low res. And when you say you're trying to rig it with default HL2 bones, what do you mean exactly? Did the model come with a full skeleton or not? I can see the bone names are on the ValveBiped convention, but I don't know if you renamed them or just took a skeleton from an existing HL2 model and transferred over to this one and aim to rig it yourself.[/QUOTE] I took the bones from one of half life 2 citizen (Male_02) And the bones come with its model of course
Well then you have a bigger problem on your hands than the bones sticking out of the mesh lol.
We never know the result,until its done. Care to explain what the bigger problem is? so i can solve it somehow
[QUOTE=Zufeng;50638250]We never know the result,until its done. Care to explain what the bigger problem is? so i can solve it somehow[/QUOTE] It's not a problem. The most important big about a bone is it's origin and vector, rather than how large or small it is. As long as the origin is in the right place (in terms of fingers that would be the joints between finger bones) and the vectors follow the direction of the finger, you'll alright.
[QUOTE=wraithcat;50639468]It's not a problem. The most import big about a bone is it's origin and vector, rather than how large or small it is. As long as the origin is in the right place (in terms of fingers that would be the joints between finger bones and the vector follow the direction of the finger, you'll alright.[/QUOTE] Thanks for the answer dude. Lets see if i can get this one rigged
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