• Bioshock Infinite Elizabeth HWM Pack
    223 replies, posted
[QUOTE=Grub;43668776][t]http://i.imgur.com/mTc02sW.jpg[/t] [t]http://i.imgur.com/77AVuFf.jpg[/t] [editline]25th January 2014[/editline] A couple weird little problems I've run into on pre-existing models. Pristine's tie folds into itself and I'm not quite sure why (also I've had to redo some of the facial expressions, but that shouldn't be any huge deal.) Sorry this is from different angles. Earlier render involved. before [t]http://i.imgur.com/zGUO84j.jpg[/t] after [t]http://i.imgur.com/ot29xuC.jpg[/t] This is of course after reattach models :)[/QUOTE] This is because of the new tie rig Add a new Liz to the scene and copy the tie animation from her
[QUOTE=revzin;43669586]This is because of the new tie rig Add a new Liz to the scene and copy the tie animation from her[/QUOTE] Ahah. Thanks.
Dialogue test. I don't know if it was a bug in my SFM or if there just aren't any viseme/emotion tabs for Liz, so I did the dialogue completely by manipulating each facial slider. [video=youtube;KCWj0Ftrubk]http://www.youtube.com/watch?v=KCWj0Ftrubk[/video]
Thanks again for the release, Rev. Noire Elizabeth is really, REALLY helping my Portishead video...
[QUOTE=revzin;43667598]Okay ladies and gentlemen... Get the source files: [url]http://revzin.net/sfm.php#sfm-liz-source[/url] (With the Tools and Docs and Tutorials you need to create your own HWM characters in Blender!) [/QUOTE] Thanks so much for this, and the whole update in general Revzin!! That HWM pdf is very nicely set out. Amazing! Kick back and have yourself a beer or something :-) I'm off to read up on some HWM documentation. Can't wait to see what people manage to pull off now that this is out.
So what's next, the targets for the next update 1. The person behind this 'Gibson Girl Elizabeth' model, [URL="http://ananina23.deviantart.com/"]Ananina23 from DA[/URL], has asked us to port it [t]http://fc03.deviantart.net/fs71/f/2013/311/1/2/mute__gibson_girl__elizabeth__new_model__by_ananina23-d6t5sv0.png[/t] So this will be added to the next update. You guys can meanwhile google Mr Charles Gibson and see he was a damn fine illustrator [t]http://upload.wikimedia.org/wikipedia/commons/f/fb/Gibson_Girls_seaside_-cropped-_by_Charles_Dana_Gibson.jpg[/t] 2. Blender Source Tools are going to support an analogue of Speedmap Painting (for stereo controller splitting) from Valve's Maya Tools, so we'll have better splitting for L/R controllers (and I don't have any reason to launch Maya now) 3. The HWM Toolkit is going to be updated with better UI and will be a proper Blender addon, so it'll be easier to set up. It's probably going to be on GitHub for everyone to download and send me pull requests. It's going to have its own PDF file and a small sample project, with a video tutorial 4. Of course, any bugs you guys will find are going to be fixed 5. The materials folder is messy now, Portman's going to organize it in a less terrible way
Another model? Hot damn thats some amazing news. I already created something with your previous model, it's simply great: [t]http://filesmelt.com/dl/SearchingforBooker.png[/t] You never stop being awesome do you? Not justs porting models but making it easier for people to do it themselves! I'm so looking forward to this!
Wow, you're still updating? Awesome! And that custom Liz looks ridiculous. Row row, fight the power!
[QUOTE=Grub;43735359]Wow, you're still updating? Awesome! And that custom Liz looks ridiculous. Row row, fight the power![/QUOTE] Why does it look ridiculous?
It's a recreation of a prototype Elizabeth [media]http://www.youtube.com/watch?v=6yZq6Pujbc4[/media] I think the hair can use some work. It's supposed to be like what Mr Gibson drew and I think it could be done better... Maybe. Hair is a complicated thing when you aren't equipped with a hair simulator What I really like are the colors, this green is magnificent
[QUOTE=The Combine;43735897]Why does it look ridiculous?[/QUOTE] I don't mean ridiculous as in bad, I mean ridiculous as in cool. It's an awesome render. I really want to use it for my post-credits scene.
By the way, I forget if I asked this already, but were there any plans to do old Elizabeth? Or is it so different from regular Liz that it would require, basically, an entirely new HWM-ificiation process?
[QUOTE=Grub;43837777]By the way, I forget if I asked this already, but were there any plans to do old Elizabeth? Or is it so different from regular Liz that it would require, basically, an entirely new HWM-ificiation process?[/QUOTE] She'll need to have new shapes since the head mesh is different. We could build them from scratch or attempt to carry them over algorithmically. This is going to take a lot of time either way Tested SFM's tesselation on the skirt, looks really good [t]http://cs320430.vk.me/v320430558/6e4c/UaXMSElrGTc.jpg[/t] Since a lot of the other parts of Liz have triangles which is a no-no for SFM tesselation, this is actually two different models for the skirt and for the body
So, does the tesselation here... make her dress smoother?
[QUOTE=Grub;43862697]So, does the tesselation here... make her dress smoother?[/QUOTE] yep that's pretty much the jist of it: [t]http://i.imgur.com/tDfnolD.png[/t] this informative diagram will explain it all
[QUOTE=revzin;43847741]Since a lot of the other parts of Liz have triangles which is a no-no for SFM tesselation, this is actually two different models for the skirt and for the body[/QUOTE] Is the new skirt custom-made then? Or did you edit the mesh on the existing one? Also, would you say it's better to build a HWM mesh out of triangles then, as opposed to polys? (Just asking as I'm preparing to have a crack at a rig myself)
[QUOTE=SuperSoupy;43868267]Is the new skirt custom-made then? Or did you edit the mesh on the existing one? Also, would you say it's better to build a HWM mesh out of triangles then, as opposed to polys? (Just asking as I'm preparing to have a crack at a rig myself)[/QUOTE] Um Quads are always better for subdivision, better shape control, etc, HWM or not If you're planning on using SFM's tesselation, there must not be any tris on the mesh at all (or: the mesh has to consist of even number of triangles so when removing extra edges they'll turn into quads) This is her original skirt with an extra loop inserted to get rid of tris [QUOTE=Grub;43862697]So, does the tesselation here... make her dress smoother?[/QUOTE] Real-time, transparent subdivision that requires zero input from you. [t]http://revzin.net/img/dropzone/skirts.png[/t] Tesselation on vs tesselation off, exactly the same model, everything rendered in SFM You can stick to low-poly when editing and expoting (much cheaper to handle, low export and compile times, less overhead, etc) and still get a render with a lot of sudvisions Also, Source doesn't support more than 3 joint influences per vertex, that cripples joint-based hi-poly cloth rigs, which is somewhat noticeable when posing Liz's dresses. Tesselation is done when the model's vertices' positions are already computed and therefore doesn't need to know anythyng about skinning, yeilding a much better result
Ugh... On an incredibly depressing note, the Elizabeth porn once again beats the non-porn to the punch. [t]http://i.imgur.com/vruuEaX.png[/t] [t]http://i.imgur.com/Jr7Ceyd.jpg[/t] [t]http://i.imgur.com/f3gygT8.png[/t] [t]http://i.imgur.com/jiA55cc.jpg[/t] So now when I release it, people are going to go, "oh, it's the porno!" No, it's not the @*%)ing porno! :(
There's 2D animated Elizabeth Porn? What the fuck?
[QUOTE=The Combine;43873767]There's 2D animated Elizabeth Porn? What the fuck?[/QUOTE] A uniquely horrible distinction. It is well-animated. I will never, [i]ever[/i] be able to make the images go away.
Would you mind explaining this "SFM's tessellation"? The way you talk about it implies that it is an inherit control within the SFM engine itself, but I have never heard of, nor seen any sign of, such a control. If I can keep the tessellation out of my mesh and get a resultant better compile-time (and, as you said, more precise vertex weighting), and just have the engine itself perform the tessellation to the same end result, then I really want to jump on board.
[QUOTE=Gmod4ever;43875669]Would you mind explaining this "SFM's tessellation"? The way you talk about it implies that it is an inherit control within the SFM engine itself, but I have never heard of, nor seen any sign of, such a control. If I can keep the tessellation out of my mesh and get a resultant better compile-time (and, as you said, more precise vertex weighting), and just have the engine itself perform the tessellation to the same end result, then I really want to jump on board.[/QUOTE] Yeah, tessellation implies procedural in-engine retopologizing, or at least the use of DX11 shaders for texture based results. Unless I missed something big about SFM's branch of source I couldn't see it being the implied meaning. Now it could be that there was a fully tessellated version of the skirt in BI, a LOD 0 version per-say, that'd make more sense.
[QUOTE=Lt_C;43875759]Yeah, tessellation implies procedural in-engine retopologizing, or at least the use of DX11 shaders for texture based results. Unless I missed something big about SFM's branch of source I couldn't see it being the implied meaning. Now it could be that there was a fully tessellated version of the skirt in BI, a LOD 0 version per-say, that'd make more sense.[/QUOTE] These are actual tesselations, but they're mainly used for $subd. If you use a displacement map in sfm, this is how it works, by tesselating and displacing. Wish i had an image to explain, but basically it's real tesselation, just mostly used for $subd.
This is 'real' DX11 hardware tesselation The only problem with it are quads. Okay, it was fairly easy to get rid of tris on her skirt, since it's a deformed cylinder , but it's not easy at all with more complex meshes; in fact retopology might be needed, and that immedately presents even more problems like transferring shape keys and weighting to a new topology [QUOTE=The Combine;43873767]There's 2D animated Elizabeth Porn? What the fuck?[/QUOTE] We need a 'confused' rating on FP
[QUOTE=revzin;43880416]We need a 'confused' rating on FP[/QUOTE] This image should be a rating: [IMG]http://static1.wikia.nocookie.net/__cb20131223063855/nickfanon/images/f/f4/Picard-facepalm.jpg[/IMG]
[QUOTE=revzin;43880416]This is 'real' DX11 hardware tesselation[/QUOTE] Allow me to rephrase my question: Would you care to explain [b]how[/b] you are utilizing this "SFM tessellation"? If I wanted to enable such tessellation on a mesh whose source I have, how would I go about doing so?
[QUOTE=Gmod4ever;43885802]Allow me to rephrase my question: Would you care to explain [b]how[/b] you are utilizing this "SFM tessellation"? If I wanted to enable such tessellation on a mesh whose source I have, how would I go about doing so?[/QUOTE] Narry explained it to me once. I believe you have to have an entire model made out of quads and then bake it with the $subdev or whatever the command is.
Make a model with all quads, export as .dmx, and add $subd into your qc, before $model.
I'd love it if they added a SubD option alongside the DoF, Motion Blur and other options
[QUOTE=Gamerman12;43890870]Make a model with all quads, export as .dmx, and add $subd into your qc, before $model.[/QUOTE] Oh cool, another neat maya only feature. :/
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