Phanjam wrote:There are a number of 3d models on (LINK REMOVED) being offered as "free 3d models". Here is an example...
EDIT: LINK AND IMAGE REMOVED
Assuming the legality is all above-board, is it possible to import these into TL as base meshes for new character models? Even if they just use existing animations and armor pieces?
SixshotOverdrive wrote: Just to see how feasible it was, I (crudely) rigged up that sun online model to the vanquisher skeleton.
It didn't like the textures though, even after resizing them.
So it looks like you'll need to do a bit of cut and pasting, at least so it's all in the same image.
Phanjam wrote: OMG! Does it animate properly (please say yes!)?
It was really just a test, so bone assignments were pretty rough. But yes, it animates fine (there's just a few minor distortions on occasion.)
unfortunately because the proportions were a little different, armour pieces don't connect properly, and putting on a helmet replaces her head with the vanqs.
So, you might have to resign yourself to new models not having a wardrobe.
Phanjam wrote: If Blender can spit out the wireframe texture map, I'd really like to give re-texturing a shot
I'll have a dig around the settings and send you a PM later.
SixshotOverdrive wrote:Here's the mesh, material and unwrap layouts, they're not the prettiest, but then I was never a fan of tetris.
I tried to keep the original shapes as much as I could.
I didn't bother adding the textures though, and it just shares the vanquisher skeleton.
The head didn't look as small in blender, I should probably fix that.
Phanjam wrote:If it's not too much trouble, could you re-generate the Sun model's maps in similar fashion?
Phanjam wrote:EDIT: Hey Arkham - you da textures man, so I'd be honored to work together with you on any re-texturing here !
SixshotOverdrive wrote:Phanjam wrote:If it's not too much trouble, could you re-generate the Sun model's maps in similar fashion?
That's actually one of the issues I was having with it, there's so much already on the texture, that it's hard to find space for anything else. Though I'll see if I can shuffle things around a bit.
Also if that elf skin isn't working out, or you just think of a way it could be better, tell me and I'll remap it. I originally tried following the vanq skin, but the elf has a few more pieces, so there was some last minute juggling to try and fit it all in.
Phanjam wrote:I was under the impression that, when the model is properly set-up for TL, that Blender could then spit out the UV map that would also work in TL. In other words, the mesh would drive the texture layout.
But your reply above seems to suggest that as long as we get the skin pieces to fit into a 256 x 256 image, then you can tell the mesh where to pick up what part of the texture? Sorry, I don't know how this actually works.
SixshotOverdrive wrote:Usually the mesh drives the texture, but it works either way. So if you've already got a completed image, you can then map it to fit.
SixshotOverdrive wrote:I thought it might be easier to cut and paste the existing textures/maps, rather than remaking them from scratch. Which, as it turns out, may have been the wrong assumption to make
Brixtan wrote:This is quite possibly the coolest thing I've seen - if you manage to import a completely new character model w/ textures and all, think of the possibilities!
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