[QUOTE=Lt_C;43895155]Oh cool, another neat maya only feature. :/[/QUOTE]There's a Source exporter plugin for Blender that has support for SMD, VTA and DMX, not sure how well DMX works though as i've yet to try it
[url]https://developer.valvesoftware.com/wiki/Blender_Source_Tools[/url]
[QUOTE=Masterlegodude;43901629]There's a Source exporter plugin for Blender that has support for SMD, VTA and DMX, not sure how well DMX works though as i've yet to try it
[url]https://developer.valvesoftware.com/wiki/Blender_Source_Tools[/url][/QUOTE]
Well the point isn't that it can be done in blender the point is that's it's tied into dmx, which I don't care what you say is a pain in the ass to work with unless you like dealing with un- or poorly documented tools (community contributions from people in this forum aside) and have wholeheartedly adopted one of the 2 valve approved modeling kits. Heaven forbid you want to use the industry standard modeling program that most of the community has been using for source for years and has the most tutorials for game design and plugins.
[QUOTE=Lt_C;43902681]Well the point isn't that it can be done in blender the point is that's it's tied into dmx, which I don't care what you say is a pain in the ass to work with unless you like dealing with un- or poorly documented tools (community contributions from people in this forum aside) and have wholeheartedly adopted one of the 2 valve approved modeling kits. Heaven forbid you want to use the industry standard modeling program that most of the community has been using for source for years and has the most tutorials for game design and plugins.[/QUOTE]
Blender Source Tools aren't 'Valve Approved' and aren't related to Valve at all, but are well-documented and work very well with DMX files, which are a huge step up from SMD/VTA for numerous reasons if you ask me
Also, what's the problem with 3DS Max -> FBX -> Maya -> DMX -> Source? This is pretty straightforward
Or 3DS Max -> SMD -> Blender -> DMX -> Source. There's no real need to have knowledge of Maya or Blender to do these
I'm not saying there isn't a need for a good DMX IO lib for 3DS, I'll use it, and many people will be really glad, but don't overestimate the problem
[QUOTE=Lt_C;43902681]Well the point isn't that it can be done in blender the point is that's it's tied into dmx, which I don't care what you say is a pain in the ass to work with unless you like dealing with un- or poorly documented tools (community contributions from people in this forum aside) and have wholeheartedly adopted one of the 2 valve approved modeling kits. Heaven forbid you want to use the industry standard modeling program that most of the community has been using for source for years and has the most tutorials for game design and plugins.[/QUOTE]
I don't know about you but exporting a dmx is as simple as exporting an fbx/obj/etc. It's also interchangeable with smd, because they're literally the same except dmx has more options.
[QUOTE=Gamerman12;43922328]I don't know about you but exporting a dmx is as simple as exporting an fbx/obj/etc. It's also interchangeable with smd, because they're literally the same except dmx has more options.[/QUOTE]
I've never had luck getting something from max into a working dmx format, using either fbx2dmx or fbx to maya. I've tried more then a few things, and have gotten some incredibly strange and frustrating results - I'd love to see someone convert a valve biped head with morph targets from max to maya/dmx though, because the last time I tried I got [URL="https://dl.dropboxusercontent.com/u/21161113/random/dmx_best_format_ever.JPG"]this[/URL] and [URL="https://dl.dropboxusercontent.com/u/21161113/random/dmx_best_format_ever_really.JPG"]this[/URL].
Irrational died today.
:(
[QUOTE=Grub;43961196]Irrational died today.
:([/QUOTE]
Gotta admit, they left in style
[url]http://en.wikipedia.org/wiki/List_of_accolades_received_by_BioShock_Infinite[/url]
And while the super-greatness of Bioshock games is arguable (I've read some thought-out and valid criticism), the amount of excellece in some areas, esp. environmental art & characters (from writing and concept arts through rigging and texture painting to animation and voice acting) is hardly deniable. What I really loved about the art was that it has a lot of thought to it. Irrational's artists seem really educated... I get the same vibes from the earlier TF2 art. The absolutely great character design still stands out even under numerous layers of hat. Okay, I'm not very good at analysing art so let's stop.
I hope they all have fun and make more excellence in the future at different places.
[QUOTE=Grub;43961196]Irrational died today.
:([/QUOTE]
That's a bit depressing. Their games were quite good.
Yeah it sucks. I sincerely hope that all those let go find their feet again soon.
Ken Levine is revered for his plot twists. But his biggest plot twist was revealing to the world that he's actually a douchebag, by killing the jobs of 200 people just 'cause he wanted to.
He puts Shyamalan to shame in the plot twist department, that's for sure.
[QUOTE=SuperSoupy;43969883]Yeah it sucks. I sincerely hope that all those let go find their feet again soon.
Ken Levine is revered for his plot twists. But his biggest plot twist was revealing to the world that he's actually a douchebag, by killing the jobs of 200 people just 'cause he wanted to.
He puts Shyamalan to shame in the plot twist department, that's for sure.[/QUOTE]
Even a bacteriofag can put Shyamalan to shame in plot twists
Regarding Levine, is that actually what happened or there were some extra sides to the story?
Then again, these gyus won't have any trouble with job applications after Infinite
[QUOTE=revzin;43970298]Even a bacteriofag can put Shyamalan to shame in plot twists
Regarding Levine, is that actually what happened or there were some extra sides to the story?
Then again, these gyus won't have any trouble with job applications after Infinite[/QUOTE]
As is the way big companies in the industry, odd decisions usually means that there's clearly more going on than what they want to divulge to the public. Fair enough. Their privacy is none of our business, we don't know the whole story and in that regard I can give him the benefit of the doubt. But going on what we have been told:
Levine wants to make a smaller game. Take-Two (parent company of 2k) are behind him with it, but that involves laying off pretty much all of Irrational, which is fine with both Levine and Take-Two.
But even so, there's no nice way for a person to say that they're killing jobs because they want to. Maybe they'll be some clarification in the next few days, but you've gotta wonder:
Why Levine doesn't just take 15 people from Irrational to make his little game, while the rest start on another Bioshock? The Bioshock franchise has made more than half a billion dollars so why would Take-Two want to stop that? Even if they don't want another Bioshock, such a talented team could easily kick off a new AAA IP, or even do the 'Double Fine' thing and have the whole studio make several small games akin to what Levine is looking for.
In any case it's a very odd way to go. Luckily having Bioshock Infinite in your portfolio and CV will help smooth those guy's job transitions. If redundancy is the thanks they get for making such a critically and commercially-successful hit, well, that's just wrong.
They spent 6 years working on a game that ended up not selling that well.
So, I wasn't able to enable tesselation on the whole model as the Catmull-Clark'ed head mesh (to get rid of quads) has too many vertices to be compiled with $subd, but there is a good compromise: since tesselation works best on clothes, I'll just prepare the tesselated skirts models in a sub-folder and include a no-skirt bodygroup on all Elizabeths
Tesselation can make a nice difference in poses where skirts are deformed and high resolution render is needed
[url]http://revzin.net/img/dropzone/tess_ex2.png[/url]
[url]http://revzin.net/img/dropzone/tess_ex1.png[/url] (note the smoothness of the skirt shape)
Corset Liz's long dress is where this should make the nicest difference
Also, in the next update the heads are going to have their head mesh resolution doubled. This is done to aid in close-ups on her lovely faces (see full-size):
[t]http://revzin.net/img/dropzone/face2div.png[/t]
...and to have really long compile times.
SFM's model browser is pissed off now
[t]http://screenshot.su/img/8a/9c/dd/8a9cddcb1a3cfdf51bf0b49631910eb8.jpg[/t]
but don't actually call Brian, everything is OK inside SFM itself
(this is handy I still don't hate this face even after looking at it so much)
Damn, I'll have to rerender everything again! lol
At least it'll be nice and purdy.
Rated Winner cause the post is defenitely Winner :v:
I have 2 questions:
Is converting quads as easy as combining 2 tris straight away ?
Is it possible to add footRoll for any model, like all TF2 classes (except medic) ?
[QUOTE=sl;44016961]I have 2 questions:
Is converting quads as easy as combining 2 tris straight away ?
Is it possible to add footRoll for any model, like all TF2 classes (except medic) ?[/QUOTE]
1) It can be tricky. See this video around 3:09
[media]http://www.youtube.com/watch?v=k_S1INdEmdI[/media]
2) Yes. You need to add a pvt_heel_X attachement point to the heel. Open up the TF2 model sources in \sourcesdk_content\tf\modelsrc\player, add these attachment points and footRoll will appear the next time you use rig_biped_simple
Tesselation cofirmed for being the best thing ever (see full-size!):
[t]http://revzin.net/img/dropzone/tess_ex3.png[/t]
Damn Tesselation sure is useful and not just for making Agent 47 head a lot rounder :v:
Hey revzin, hope you dont mind but I added you on Steam. I left a comment on your profile explaining a bit more. Some more info: I have a model thats meant to fit over Snipers existing face complete with all the blendshapes. (Including the corrective ones.) But in Maya, looking over the readme it seems only blender can export the corrective shapes? When I compile the DMX out of Maya and try and compile, it thinks all the shapes are Controllers. (Giving me a warning about the 128 controller limit.)
Anyway, sorry for being terribly off topic. Super lovely job on these. Blows my mind how much work goes into it.
EDIT: DUDE, Revzin. Youre a hero. Thanks man. :)
And I just finished the Boxing scene. Jesus...
I began work on it 9th of August.
Cut me! Cut me!
[t]http://i.imgur.com/3dZJqsA.jpg[/t]
Opening up the sixth page (woo!) is this malachite WIP render
[img]http://cs310719.vk.me/v310719558/7a0a/GgknWJvB5-c.jpg[/img]
(Just reminding, this is [URL="http://ananina23.deviantart.com/art/Mute-Gibson-Girl-Elizabeth-New-Model-411776604"]a model by Ananina23[/URL] we were asked to port since it ties in pretty well)
[B]Update:[/B] celebrating my accidental pageking with a 4K re-render of the 'pack poster' with tesselation enabled on all skirts, be sure to see it in fullscreen
[t]http://revzin.net/img/dropzone/pack_poster_tess_8bpp.png[/t]
I'll be the first to say it.
Daaaaaaamn that looking fine man. Any details on how far you are into the porting process or estimated time until it'll be done?
Incredible.
Her pose combined with her flowing green dress makes me think she would look pretty good in a pirate themed poster!
[QUOTE=The Combine;44190551]I'll be the first to say it.
Daaaaaaamn that looking fine man. Any details on how far you are into the porting process or estimated time until it'll be done?[/QUOTE]
Thanks! We'll probably be done before GTA V arrives on PC.
[QUOTE=revzin;44192472]Thanks! We'll probably be done before GTA V arrives on PC.[/QUOTE]
Nice atleast it's not Valve Time!
Them boobs.
Incoming report. Stop.
Release of Dizzy Lizzy nigh, optimistic prediction: March 21. Stop.
Run time: 11:30-12:00~ min. Stop.
Can't wait to finally finish. I mean, stop.
[QUOTE=Grub;44293273]Incoming report. Stop.
Release of Dizzy Lizzy nigh, optimistic prediction: March 21. Stop.
Run time: 11:30-12:00~ min. Stop.
Can't wait to finally finish. I mean, stop.[/QUOTE]
I can send you the pre-release models if you'd want to re-render with tesselation
I'm about to sleep, so it's too early to say how much I'd need to rerender, but shoot me a link and I'll check my clips (tomorrow!) and see how many have standout issues that would be fixed up by tessellation. A few of them, for sure.
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