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Old 30-01-12, 05:16   #2791
Camel70
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AMAZING!!!!

ty!!! i will apply this info

more questions if you dont mind...

I got a lot of free models around the internet, some of them from videogames and a few more are random models, just weird and unknown characters created by ... who knows? lol i just downloaded the ones i liked

besides the models are free to use so i guess i can rigg em as i want and maybe credit if i found the original creator, well to the point!

1- Some of the models i got have millions of polygons and vertex and my computer is old, so the experience is a little bit slow but still capable of working with the models.
I've seen in the model hands too many polygons, so i tought if theres some way to reduce the number of polygons, vertex and else in Blender with this really high poly models. The only way i know is to use the modifier decimate and it shows the new number of faces when i reduce the amount of ratio.
Do you know another way to reduce the models??? with blender or anyother software??? (maybe i must use updated blender cuz i saw scripts to do this or something).

One more question

2- Some of the models were made with 3dmax and Blender 2.49 can't import 3dmax files, this is frustrating cuz some good models from japanese videogames were created like that.

How can we import .MAX files into Blender??? Can we use max files with blender 2.49?

Well c u soon for more questions xD thx a lot!
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Old 30-01-12, 06:12   #2792
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Lightbulb How to reduce the polygon count

De nada.
Quote:
Originally Posted by Camel70 View Post
  1. Some of the models i got have millions of polygons.
    Do you know another way to reduce the models?
  2. How can we import .MAX files into Blender?
  1. I use ZBrush with Decimation Master to reduce the models. You can download a 30 day version here www.pixologic.com

    Tutorial http://download.pixologic01.com/Plug...umentation.pdf
    Sounds complicated but it is easy to use.
    1. Import the HighPoly model
    2. Invoke ZPlugin->Decimation Master
    3. Choose Keep UV's and Freeze borders
    4. Type the desired number of vertices and Polygon's.
    5. Hit Decimate and Export Subtools
    You can "bake" a normal map which contains the lost details, using ZBrush or the free tool xNormal.
  2. No idea how to convert .max files to Blender http://www.blender.org/forum/viewtop...2818074ce01de2 because the .max format has mutch more features then the Blender format.
    Tutorial using Blender 2.5 for XNALara: http://atlantib.deviantart.com/art/B...rial-216725144

=============== german language =========
  1. Wie kann man ein Modell mit einigen Millionen Dreiecken in ein "Low-Poly-Modell mit wenigen tausend Dreiecken konvertieren?
    Ich empfehle ZBrush
    - Links und Video: siehe oben --
    Klingt kompliziert, ist aber einfach.
    1. Importieren das HighPoly Modell im .obj Format
    2. Den Menüpunkt ZPlugin->Decimation Master anklicken
    3. Keep UV's -und Freeze borders aktivieren
    4. Die gewünschte Anzahl der Vertices und Polygone eintippen.
    5. Decimate anklicken und danach Export Sub-Tools und fertig.
    Die verloren gegangenen Details werden in eine Bump-Map gerettet. Zum Erstellen der Normal/Bump Texturen lade ich das High-Poly und das Low-Poly Modell in das kostenlose Programm xNormal. Mit "Generate Maps" werden dann die benötigten Texturen wie Glanz-Map, Bump-Map usw. automatisch für das Low-Poly Modell erstellt. Selbstverständlich könnt ihr dafür auch ZBrush benutzen
  2. Konverter .max nach .blend
    Ich kenne keinen Konverter um Autodesk .max Dateien nach Blender zu wandeln. http://www.blender.org/forum/viewtop...2818074ce01de2
    Eine Liste mit Generic Converters ist z.B. hier.
    Blender 2.5 ist kein Problem. Atlantib hat hierfür ein Tutorial geschrieben http://atlantib.deviantart.com/art/B...rial-216725144



Last edited by XNAaraL; 30-01-12 at 09:26.
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Old 30-01-12, 09:34   #2793
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Sculptris program has also a nice poly reducer, which is -in my opinion- too much better from Blender's poly reducer.
Sculptris is totally free and you can find it here:http://www.pixologic.com/sculptris/ (by pixologic).
Be sure you have enough RAM available, if the model is really high poly (close everything and have patience and wait ).
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Old 30-01-12, 10:19   #2794
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ohh yeahh!! 10+ internets for both!

And your help came just in time!! i got problems using the decimate modifier with some models, an error called "non manifold mesh as input" happened so i couldnt reduce the model and it seems like this error is usual among blender moders, i went to google to search a solution and lol i wasnt alone.

its a shame that Blender cant manage 3dMax files, i guess i must adquire 3dmax and from there export the file to some different format, anyway ill try the newest blender version.

Another round of questions

1- I noticed weird things testing this random models from internet, some of them seem to have the armature incorporated as a mesh, combined... the armature is clearly visible if i remove some body meshes, but doesnt work like an armature.
Maybe if the model is open with the software where it came from i would see an armature which works like armature and everything else. Mmm Blender open this models joining everything inside them? even the bones like a simple mesh?

2- Also ive found "painted models" When importing the OBJ or 3DS file to blender and finally loads, the model has colors, without any tga, png file... how is this possible? i guess the obj or 3ds has the pictures inside, in some way incorporated and i guess theres a way to extract those files, well dunno xD just guessing

3- Finally... I open an OBJ or 3DS then i immediatly export to ASCII and when i use the GemeshasciitoBin it crashes!! stop working and a window pops up saying that the program failed and had to be closed.

this could be the problem?? http://www.tombraiderforums.com/show...postcount=1736


Ol.a

well i can work with the high poly models, even when everythin goes in slow motion (not to much but when you get used to import and use the models from ppl like you, XNAlaral, atlanti or anyone well... its like drivin a ferrari and suddenly a bike with the xtremly highpoly )

the body parts whit more polys and stuff are the hands and head, and god.. there are so many that have to zoom a hundred times to see the eyeball.

well guys i hope im not taking ur time with my questions and lack of experience, i just started with this and i know i must read everything with calmn, thx !
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Old 30-01-12, 12:01   #2795
XNAaraL
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Quote:
Originally Posted by Camel70 View Post
1- Mmm Blender open this models joining everything inside them? even the bones like a simple mesh?

2- Also ive found "painted models" When importing the OBJ or 3DS file to blender and finally loads, the model has colors, without any tga, png file... how is this possible?

3- Finally... I open an OBJ or 3DS then i immediatly export to ASCII and when i use the GemeshasciitoBin it crashes!! stop working and a window pops up saying that the program failed and had to be closed.

this could be the problem?? http://www.tombraiderforums.com/show...postcount=1736
1. Maybe wrong extracted? Send a example.
2. Right, vertex paint is possible. But if you check this render table, you can recognice:
Code:
group  | Shading |Alpha  | Poseable 
11_    | Vertex  | No    | No       
12_    | Vertex  | Yes   | No
XNALara support Vertex paint only for static (non poseable) models

If you want to use this models without texture, then you need the special .obj exporter made by Dusan

3. If you has not make a render group prefix, this could not be the problem. Maybe "not triangulate"? Select the mesh part and hit Ctrl+t. Check always the Blender console.

Use XPS not GeMeshAsciiToBin because you can see more informations and not only "stop working" http://www.tombraiderforums.com/show...postcount=2713

Sorry for my english and the missing german/español translation.

Last edited by XNAaraL; 30-01-12 at 12:05.
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Old 31-01-12, 07:13   #2796
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ok ill send you an example with photos or the file soon as possible, on another hand i already got the newest version of XPS and .obj scrypts for Blender, i didnt have those lol and ive been using XNAlara since July/11. stupid me :P

Its funny you mention the triangulate face issue, cuz i opened a model which couldnt be exported for the triangulate faces, they were quads or dunno but i thought "lets move things in blender" and i found the option and i think its solved

about the 3rd question... this is what i do (i miss something obviously)

*Open 3ds or OBJ with Blender >> immediatly export with v.2.2 to Ascii >> With the Ascii file i use GeMeshtoBin >> it crashes!! error! i dont get the new file

happens with a lot of the models i got from internet and dunno exactly the reason, and its weird you know? cuz ive found OBJ models here on TRForums and they work just fine in XNAlara and Blender, i guess i must do something else before exporting to ascii immediatly. I just wanted for now to view the model in XNalara

And if i try to open the OBJ directly with XNAlara sometimes i get different kind of errors, ill post the error text later (maybe i forget the Mtl file or something like that).

Very soon im going to rigg a model using different technics and of course the awesome "boneweight copy" metod, ill take screenshots and post my crappy result
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Old 31-01-12, 07:54   #2797
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Quote:
Originally Posted by Camel70 View Post
This is what i do (i miss something obviously)

*Open 3ds or OBJ with Blender >> immediatly export with v.2.2 to Ascii >> With the Ascii file i use GeMeshtoBin >> it crashes!! error! i dont get the new file
Missing steps:
  1. http://www.tombraiderforums.com/show...&postcount=260 Set material properties:
    Code:
    arm
    1 # uv layers
    1 # textures
    Change the meshname. (The line above 1 # uv layers) Prefix with the render group. For example 7_ (one diffuse texture with transparency)
    Code:
    7_arm
    1 # uv layers
    1 # textures
    Mesh parts without render group are invisible inside XNALara.
  2. http://www.tombraiderforums.com/show...postcount=2790 Assign a new material:
    We need to ensure that the mesh part exports with a material using the object mode. If a mesh part has no material then
    highlight your entire mesh (a) and hit New for that new material.
    Now that we have a new material, we need to give it a texture to use. So to do that, we need to go to Shading (F5)

    Then Texture Buttons (F6), Add New, Type: Image, then hit Load. Any image here will do, you can change it later.
    F5 - Map Input - UV
  3. http://www.tombraiderforums.com/show...postcount=2658 Triangulate the faces: In edit mode, select all faces you need to triangulate, and then press CTRL-T.

  4. If the model has no armature, then use the Blender export script made by Dusan with the name MeshAscii
    MeshAsciiExt is for models with bones.

Hint:

Do not use GeMeshAsciiToBin. It is deprecated. Use http://*************************/t170-x...latest-versionXPS to convert the file
Load the Generic_Item.mesh.ascii file or the .obj file with XPS
[IMG]http://i51.************/2ll20sh.jpg[/IMG]
and save it as Generic_Item.mesh with XPS
If you want to make a model which are works with the old XNALara, the Modify-->Save Generic Item dialog has a option to create the old Generic_Item format.

This new converter has more features, solve some problems and show more warnings or error messages if the file is wrong.

Los consejeros de este programa le ayudan a comprender qué procesos debe utilizar para manejar el problema que tenga. -;

============= german translation ========================
Es genügt nicht, ein Modell welches iim .OBJ Format vorliegt, einfach in Blender zu laden und dann als Generic_Item.mesh.ascii zu exportieren!

Damit ein Modell im .mesh Format innerhalb XNALara benutzt werden kann sind zusätzlich folgende Schritte notwendig:
  1. http://www.tombraiderforums.com/show...&postcount=260 Angabe der Rendergruppe für jeds Material:
    Code:
    arm
    1 # uv layers
    1 # textures
    Die Rendergruppen Nummer muss dem Mesh-Part Namen vorangestellt werden. Im einfachsten Falle 7_ für ein Material mit einer einzigen Texture mit Alpha-Kanal (halbtransparent)
    Code:
    7_arm
    1 # uv layers
    1 # textures
    Ohne eine Angabe der Rendergruppe ist das Modellteil unsichtbar.
  2. http://www.tombraiderforums.com/show...postcount=2790 Verbinde eine Texture
    Jeder Mesh-Part muss eine Texture besitzen sonst ist der Teil unsichtbar oder schwarz. Wenn das nicht der Fall ist:
    Selektiert mit A das Pbjekt in Blender und drückt die Schaltfläche New
    Um das neue Material mit einer Texture zu versehen wechseln wir in den Shading Mode mit F5

    Weiter mit F6 in das Texture Menü und mit Add New und Type: Image festlegen, dass wir ein Bild als Texture verwenden, welche wir mit Load laden.
    Durch das drücken des "Material button" F5 müssen wir auf der rechten Seite Map Input - UV bestimmen. Die UV-Map wird im 3D Editor-Fenster durch das drücken der Taste U erzeugt.
  3. http://www.tombraiderforums.com/show...postcount=2658 Alle Flächen des Modells müssen aus Dreiecken bestehen
    Dafür im Edit Modus, alles selektieren und die Tasten Strg+T gedrückt halten.
  4. Wenn es sich um ein unbewegliches Modell ohne Knochen handelt, dann können wir es auch mit dem Exporter MeshAscii von dusan exportieren.
    MeshAsciiExt muss für bewegliche Modelle benutzt werden.

Das Konvertieren von dem Generic_Item.mesh.ascii Format in das Generic_Item.mesh sollte mit XPS erledigt weren. GeMeshAsciiToBin.exe ist veraltet und wird nicht mehr weiterentwickelt. XPS zeigt im Fehlerfalle den Grund an und verbessert die "Häufig gemachten Missgeschicke" automatisch mit einer entsprechenden "Warning". Die Menüpunkte sind:
  1. Modify-->Load Generic_Item-->Generic_Item.mesh.ascii und danach
  2. Modify-->Save Generic_Item-->Save as Generic_Item.mesh.

Falls die Option "Use old Generic Format" aktiviert wurde ist das Modell auch für das ältere XNALara verwendbar, ist aber grösser und unterstützt nicht die zusätzlichen Features von XPS.

Last edited by XNAaraL; 01-02-12 at 06:45.
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Old 07-02-12, 17:39   #2798
Kukla
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(I'm not sure if it's the right place to ask a question, if not, I'm sorry, I'm french, I tried to read everything but I'm not sure if I understood everything)

So, I have a problem with some models that I made with blender (in that case, I fixed some new hair on models), but all keep doing that : http://www.pixenli.com/images/1328609663004313300.jpg

I can't find a solution anywhere, it makes me very sad beacause I really wanted to do models by myself without asking anyone.

If somebody can help me, that would be nice. Oh, and sorry if I made mistakes, like I said before, I'm french, english isn't my first language...
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Old 07-02-12, 18:43   #2799
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You can use Weight Paint option in Blender on the "floating" areas.
To go to Weight Paint mode, just change the mode:
[IMG]http://i39.************/nxn86v.png[/IMG]
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Old 08-02-12, 06:25   #2800
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Default Blender -- Le mode Weight Paint (~“peinture de poids”)

Quote:
Originally Posted by Kukla View Post
So, I have a problem with some models that I made with blender (in that case, I fixed some new hair on models), but all keep doing that : http://www.pixenli.com/images/1328609663004313300.jpg
I'm french, english isn't my first language...
Les outils du panneau Paint sont sophistiqués, et vous permettent d’appliquer les plus fines nuances de poids. Mais en temps normal, vous n’aurez pas besoin de toutes ces options, et vous appliquerez vos pondérations avec quelques techniques principales. Les réglages les plus utilisés et importants sont en gras dans la liste ci-dessous :
  1. Sélectionnez l’armature dans une vue 3D, et passez en mode Pose (Ctrl⇆ Tab, ou sélecteur de mode de l’en-tête des vues 3D).
  2. Sélectionnez un os de l’armature. (head neck upper)
  3. Abaissant un peu head.
  4. Sélectionnez votre mesh (avec RMB) et passez immédiatement en mode Weight Paint.
  5. Le mesh sera coloré en fonction de la pondération créée pour ce bone (cela représente l’influence de cet os sur le mesh). Bleu = poids à 0.0, aucun effet.
  6. Panneau “Paint” [IMG]http://i40.************/20l076x_tn.jpg[/IMG]
    • Weight : Le poids (la couleur) utilisé(e) pour peindre. La ligne de boutons juste en-dessous contient cinq valeurs de pondération pré-définies. Par défaut, l’outil de peinture applique un poids absolu constant (comme les outils de dessin par défaut de Gimp ou Photoshop), vous pouvez donc par exemple assigner une pondération de 1.0 aux vertices, quelqu’ait été leur poids original, en maintenant le bouton de la souris pressé.
    • Opacity : L’opacité, “l’efficacité” de la peinture, jusqu’à quel point la “couleur” des vertices est modifiée par votre coup de pinceau. 1.0
    • Blur : Peinture basée sur la valeur sera coloré en fonction de la pondération créée pour ce bone "head neck upper" Le mesh autour de l’os lui-même devrait être rouge (en général), et se dégrader vers le bleu à mesure que les vertices s’éloignent du bone.

Je recommande:
Sélectionnez votre mesh "Cheveux". En mode Edit, vous devez d’abord tout dé-sélectionner avec A et et sélectionnez tout.
Du groupe Vertex Groups, panneau Link and Materials, contexte Editing F9

Assigner un poids nul (0.0) à un groupe de vertices revient à le retirer du groupe actif Vertex Groups "root ground" cliquant sur le bouton "Remove"
Avec le mesh sélectionné assigner un poids 1.000 à le groupe actif "hair" cliquant sur le bouton "Assign"
[IMG]http://i37.************/2i9jr50_tn.jpg[/IMG]
Note:
Groupe active Vertex Groups (un os de l’armature): Le premier bouton (avec les deux petits triangles vers le haut et vers le bas) ouvre un menu (ou liste déroulante), qui vous laisse sélectionner le datablock à lier en sélectionnant l’entrée idoine.




============= german and english language ==============

http://www.tombraiderforums.com/show...&postcount=512


Video by $AtlantiB$
Scorpion model by krycek24

Last edited by XNAaraL; 08-02-12 at 07:57. Reason: Video added
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