Tigersan Posted May 20, 2010 Share Posted May 20, 2010 I have a mesh in 3ds format and ready textures in dds for it im just unable to make it playable myselftried and failed. I am willing to pay someone to do it for me. Or maybe someone can point me tosome step by step tutorials on how to do it.... Reason I want to make it instead use ones that are already there is because this is a muscularfemale mesh, I havent seen any out there. (and I mean muscular not just a sixpack) I dont want a replacer tho I'd like a new race that would use this body Regards Tigersan Link to comment Share on other sites More sharing options...
LHammonds Posted May 20, 2010 Share Posted May 20, 2010 You "have" a mesh? If that means you are not the author of the mesh, do you have permission (via the license or author) to put this in an Oblivion mod? If it is strictly personal and not for distribution, that is completely different though. If the body and textures are done, it sounds like you just need to import the Oblivion skeleton and rig / skin the model to the skeleton. However, if the model was not designed for gaming in mind, it might be a nasty project to get it game-ready. If it is a high-res model design for rendering, you might as well forget about trying to make it work. Would be better to create a new model designed to be used in-game rather than trying to force what I call a "render model" into game format. LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 20, 2010 Author Share Posted May 20, 2010 You "have" a mesh? If that means you are not the author of the mesh, do you have permission (via the license or author) to put this in an Oblivion mod? If it is strictly personal and not for distribution, that is completely different though. If the body and textures are done, it sounds like you just need to import the Oblivion skeleton and rig / skin the model to the skeleton. However, if the model was not designed for gaming in mind, it might be a nasty project to get it game-ready. If it is a high-res model design for rendering, you might as well forget about trying to make it work. Would be better to create a new model designed to be used in-game rather than trying to force what I call a "render model" into game format. LHammonds It's personal not for distribution. I used a mesh from a female model made for poser, Old Stephanie model from DAZ3d however she never looked like that.I have totally remodelled her in ZBrush. It's not heavier than today's video cards can handle i saw more complicated models, however i dont knowwhat do you mean by made with gaming in mind. I have no idea of making a mesh for gaming so probably its not that way lol... and this mesh was meant to be "Rendering mesh" As for the high res, i saw people importing models from Poser to fallout 3 and they worked perfectly, todays computers can handle that. http://www.tigersanphotography.com/Mesh_01.jpghttp://www.tigersanphotography.com/Mesh_02.jpg;) Link to comment Share on other sites More sharing options...
LHammonds Posted May 20, 2010 Share Posted May 20, 2010 Well, if nobody will help you out, then export an OBJ version so I can pull it into Blender and I'll see if I can get 'er workin for ya. I cannot spend too much time doing it though so hopefully somebody will jump on this OR it will be easy for me to rig. Just from what I can tell from that screenshot, it certainly does not look too high-poly and looks like there are enough polys in the right places for articulation. LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 20, 2010 Author Share Posted May 20, 2010 Well, if nobody will help you out, then export an OBJ version so I can pull it into Blender and I'll see if I can get 'er workin for ya. I cannot spend too much time doing it though so hopefully somebody will jump on this OR it will be easy for me to rig. Just from what I can tell from that screenshot, it certainly does not look too high-poly and looks like there are enough polys in the right places for articulation. LHammonds http://www.tigersanphotography.com/FemaleMesh.zip Both 3ds and obj are in there. When i tried to import pieces of obj's into nifskopethye had holes allover... There are textures also however they are UV'ed for poser (obj's should keep UV's) i have no ideaif they'll work after you cut the model up in pieces for upper and lower torso And THANKS HEAPS! Link to comment Share on other sites More sharing options...
LHammonds Posted May 20, 2010 Share Posted May 20, 2010 I was able to import the mesh and attach the image BUT there seems to be an issue everywhere there is a seam on the texture. I suspect the UV Map did not export / import the same as the original. I was also able to convert the tris to quads no problem. Here is what the UV Map looks like so you can compare how it looks in your program. Seems like the vert edges "stuck" together. Hopefully, this is NOT what the UV Map looks like in your editor and we can figure out how to get it exported correctly. NOTE: Same results for OBJ and 3DS. LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 20, 2010 Author Share Posted May 20, 2010 I was able to import the mesh and attach the image BUT there seems to be an issue everywhere there is a seam on the texture. I suspect the UV Map did not export / import the same as the original. I was also able to convert the tris to quads no problem. Here is what the UV Map looks like so you can compare how it looks in your program. Seems like the vert edges "stuck" together. Hopefully, this is NOT what the UV Map looks like in your editor and we can figure out how to get it exported correctly. NOTE: Same results for OBJ and 3DS. LHammonds Thing is i have no idea about making UV's thats the only reason i stick with poser still when making my renders instead of going to more efficientprograms like maya or houdini, UV mapping was always my dread, I have a mesh uvmap that came with the model. http://www.tigersanphotography.com/Stephanie_Body.jpg Link to comment Share on other sites More sharing options...
LHammonds Posted May 20, 2010 Share Posted May 20, 2010 Well, the UV is already there. The problem seems to be either in the export or the import of the 3DS / OBJ. If there is not an option during export to keep the edges from binding together like they are doing, then the next thing to try is the separation of the model into objects that correspond to the UV Map...then select one part and just export that (such as the front half of the body, then the back half of the body, left foot, right foot, etc.) I could then import each OBJ or 3DS one at a time and slowly rebuild the model as separate pieces. That's my best theory so far. Hopefully, the model is already split into those pieces in your editor...if not, would you be able to separate the mesh along those edges? EDIT: I've got errands to do so I've got to go. I may or may not be back online later tonight. LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 21, 2010 Author Share Posted May 21, 2010 Well, the UV is already there. The problem seems to be either in the export or the import of the 3DS / OBJ. If there is not an option during export to keep the edges from binding together like they are doing, then the next thing to try is the separation of the model into objects that correspond to the UV Map...then select one part and just export that (such as the front half of the body, then the back half of the body, left foot, right foot, etc.) I could then import each OBJ or 3DS one at a time and slowly rebuild the model as separate pieces. That's my best theory so far. Hopefully, the model is already split into those pieces in your editor...if not, would you be able to separate the mesh along those edges? EDIT: I've got errands to do so I've got to go. I may or may not be back online later tonight. LHammonds Fcuk the maps then, If you can make a new UV For each piece separately That would give me betterresolution on each map. Just send me a template so that i can make new maps.I have divided the whole model to hands, upper, lower, and feet so that its easier for you Heres the link http://www.tigersanphotography.com/FemaleMesh_Pieced.zip Once again thanks :) Link to comment Share on other sites More sharing options...
LHammonds Posted May 21, 2010 Share Posted May 21, 2010 I don't think you understood the reason for the split object discussion. I can easily separate the mesh into the upper, lower, arms, legs, hands, feet objects. The point was to try and preserve the UVs...without the edges binding together. Also, the separated OBJs have missing polys at the waist and feet...but since there are no UVs at all in that version, it is a moot point since the faces could be re-added. But still, if the UVs have to be re-created, the body really needs to be a single object (no separations) I did a quick analysis to see how much work this would involve and it seems that it would be quite a bit more than just rigging the body to the Oblivion skeleton. The tasks I foresee are below: Remodeling: Modify the neck (heavily), shoulders, elbows, wrist, fingers and hips to match the skeleton. Meaning 1/2 of the mesh needs to be deleted and mirrored to ensure uniform changes - Next line item presents a problem for this)Remodeling: Legs are already clipping (thighs sink into each other by about 2 inches!)UV: Create a new UV map from scratch. The original did not really lay down a good non-overlaying map and tended to kink up in curvy areas.Texture: After UV is re-created an entirely new texture would need to be created.Texture: New Normal and Specularity mapRigging: Most "fast" methods will not work and it will require a lot of refinements due to the size and positioning of the muscles. But know that there is no amount of rigging possible that will prevent unnatural clipping. It will be a give-and-take process the entire way. The existing (limited) bone structure and animations do not work well for large-mass bodies like this.The following images show the Oblivion skeleton + original Oblivion female + new muscle female and how they relate to each other: As it stands, there is simply too much work that needs to be done for me to actually complete in any kind of timely manner...and would require my other projects to be put on hold. (I'm just too slow) In case any Blenderheads would like to have a go at this, here is the Blender file: Download HereLayer 1 = Skeleton + Vanilla HeadLayer 2 = Skeleton + Muscle BodyLayer 3 = Skeleton + Vanilla BodyNOTE: UVs, Textures and basic rigging exist on this model but are just temporary as mentioned above.LHammonds Link to comment Share on other sites More sharing options...
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