03-04-10, 23:04 | #391 |
Member
Joined: Mar 2009
Posts: 3,354
|
Tomorrow ill release my tr3 india outfit remake. TRA hair is including
|
04-04-10, 15:54 | #392 |
Member
Joined: Feb 2009
Posts: 378
|
I almost have it finished
I need some help though about what to do. How do I get the dlc belts to show up? I have the mesh attached to the model. How do I remove the ponytail? I know how to add the braid but I don't want to do it till the ponytail is gone. How do I fix the whole space between the boots and leg. Any help is gretaly apprieciated. I got the backpack perfect though |
04-04-10, 15:56 | #393 |
Member
Joined: Dec 2009
Posts: 710
|
You need Blender for the gap between the boots. As for the ponytail I don't know!
|
04-04-10, 19:20 | #394 | ||
Member
Joined: Apr 2009
Posts: 3,226
|
Quote:
Quote:
ODER: Es werden Freunde benötigt. [IMG]http://i39.************/90t2ys.jpg[/IMG] NewPants_mesh.ascii.zip Braid von DLC_classic_braid_by_Ola.mesh made by Ol.a (Der Gürtel ist 1_mesh009) bones, 6_hair2, 2_braid, 2_ribbon, Code:
154 # bones ... Last edited by XNAaraL; 04-04-10 at 19:41. |
||
04-04-10, 22:28 | #395 |
Member
Joined: Dec 2009
Posts: 710
|
You should edit the lightmaps
Just create a new file called lightmap, paint it all white (grey) and then in the textures for each model group instead of pants_lightmap.png just put lightmap.png Not sure why they created lightmaps... The results is practically the same! Except that it creates Shadows that are barely noticed! |
05-04-10, 01:19 | #396 | |
Member
Joined: Feb 2009
Posts: 378
|
Quote:
|
|
05-04-10, 11:06 | #397 | |
Member
Joined: Apr 2009
Posts: 3,226
|
Quote:
Es geht auch einfacher: Mit Blender die Texturen backen (Render to texture) [IMG]http://i44.************/20f54ax.jpg[/IMG] <-Click The results is practically the same! Except that it creates Shadows that are barely noticed! Links mit Lightmaps. Rechts mit eine hell grauen Texture als lightmap ;-) für die Hosen. Für meinen Geschmack etwas flach. Ich mache dieses nicht erst seit gestern. Auch mit Braid ;-) Replace the mesh trousers from your MOD with the new trousers. This new pants fix the whole space between the boots and leg. And this new pants make the belt matching: [IMG]http://i40.************/22wzdx.jpg[/IMG] Oder anderst ausgedrückt: a.mesh.ascii (by Dusan) + b.mesh.ascii (by Ol.a) + c.mesh.ascii (by XNAaraL) == Generic_Item.mesh.ascii [IMG]http://i42.************/33kgd3p.jpg[/IMG] DownloadLink a JungleHeavy parts by Dusan DownloadLink b DLC_Braid parts by Ol.a DownloadLink c trousers only by XNAaraL DownloadLink Generic_Item.mesh by Seinre [IMG]http://i44.************/10nz18p.jpg[/IMG] Last edited by XNAaraL; 05-04-10 at 12:05. |
|
05-04-10, 12:02 | #398 | |
Member
Joined: Mar 2009
Posts: 3,354
|
Quote:
i would ask you, blender have deform box? example from 3ds max Last edited by $AtlantiB$; 05-04-10 at 12:17. |
|
05-04-10, 12:11 | #399 | |
Member
Joined: Apr 2009
Posts: 3,226
|
Quote:
Modeller comercial use mostly 3DS for the base model. ZBrush or Mudbox for sculpt. Zbrush with Photoshop Plugin or 3D Painter for the uv-mapping Photoshop or Painter for the textures. Maya for Render. Photoshop for postprocessing. Maybe blender have a deform box. I use my own XNAaraL-XNALara for modding :-) and i have no deform box, but a ncloth function (dynamic clothing) Last edited by XNAaraL; 05-04-10 at 12:15. |
|
05-04-10, 12:15 | #400 |
Member
Joined: Mar 2009
Posts: 3,354
|
you would to say that you use something else except blender ?
|
Thread Tools | |
|
|