90SK Posted November 26, 2004 Share Posted November 26, 2004 I'm trying to fit a mask I "made" to the character head (I'm using the 1st male one listed). I got it all set up, and exported it. In-game is seems to be jutting out of my character's neck when equiped. What am I doing wrong? Link to comment Share on other sites More sharing options...
svösh Posted November 26, 2004 Share Posted November 26, 2004 Here is how I do it I import a mask move it out of the 000 world axis ALWAYS Turn on edged faces in all vp’s Then I import a head then I build my mask before I start shaping it I hit M [material s ] and drag the first material slot on to my selected model , then I set it’s opacity to 40% or less. Set diffusion to a coloured tone so I can see it compared to the gray view port background. Now I can see the head through my model as I build it… Then when I’m done I delete the head base ect then I move my model in to place over the original game mask model in it's base so the X axis is level with the eyes. Then rename the base for my model, Fast link it all, move it back to the 000 world axis in the top *vp Basically in the left vp you can see where the eyes would be they intersect the aroura base shifted up or down a touch it depends on the model. Best bet is to import a mask that has a similar style to the one you are building. Check the left or right , top and front *vp's to see it’s lined up so it will fit on the head correctly. Then I delete the original game mask add the trimesh to my model , in Materials … set shader type to metal set my defussion to white and back to 100 % opacity and export. Hope this helps * Vp = viewport svösh Link to comment Share on other sites More sharing options...
90SK Posted November 27, 2004 Author Share Posted November 27, 2004 It does! Thank you very much! Link to comment Share on other sites More sharing options...
svösh Posted November 27, 2004 Share Posted November 27, 2004 Happy to help svösh Link to comment Share on other sites More sharing options...
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