30-01-12, 05:16 | #2791 |
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Joined: Jan 2012
Posts: 6
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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! |
30-01-12, 06:12 | #2792 | |
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Joined: Apr 2009
Posts: 3,226
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How to reduce the polygon count
De nada.
Quote:
=============== german language =========
Last edited by XNAaraL; 30-01-12 at 09:26. |
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30-01-12, 09:34 | #2793 |
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Joined: Oct 2009
Posts: 2,743
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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 ). |
30-01-12, 10:19 | #2794 |
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Joined: Jan 2012
Posts: 6
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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 ! |
30-01-12, 12:01 | #2795 | |
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Joined: Apr 2009
Posts: 3,226
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Quote:
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 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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31-01-12, 07:13 | #2796 |
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Joined: Jan 2012
Posts: 6
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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 |
31-01-12, 07:54 | #2797 | |
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Joined: Apr 2009
Posts: 3,226
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Quote:
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:
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:
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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07-02-12, 17:39 | #2798 |
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Joined: Feb 2012
Posts: 468
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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... |
07-02-12, 18:43 | #2799 |
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Joined: May 2010
Posts: 6,774
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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] |
08-02-12, 06:25 | #2800 | |
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Joined: Apr 2009
Posts: 3,226
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Blender -- Le mode Weight Paint (~“peinture de poids”)
Quote:
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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