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Vampire Hunter D Player Model modified. Check it out!


VampireHunterD

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I just made some changes to D's appearance. I still have yet

to get the textures fixed and put into a file folder. But check

this out.. I fixed his hat, fixed his body, gave his face more

"definition", and I even threw in some pictures showing D

with his sword, the sword itself, and a closeup of the sword's

hilt. Check these pictures out and see what you think about

it now.

 

VampDfixed.jpg

 

VampDbackfix.jpg

 

VampDhatcloseup.jpg

 

VampDsword.jpg

 

VampDswordhilt.jpg

 

VampDwithsword.jpg

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Oh yeah, I have the skinning and modeling tutorials now. So I'll

be able to get him done a little bit quicker when I finish reading

the tutorials and figure them out.

 

However, Despite all of that, I'm still willing to provide the 2 .max

files D comes with. Actually, I have 3 .max files now that are

available. The third one is the one I just recently modified.

 

 

PLACE YOUR REQUESTS FOR THE .MAX FILES HERE.

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The hat in both movies has a larger brim, when he turned to one side the hat always covered the farther eye too, I just don't see this in your model, also Its cool you made a sword and all but you might want just the handel and save it as a hilt, then figure out how to change the blade of the lightsabre...

 

Next we need an Asuka model fron Neon Genesis Evangelion, in her plug suit, Asuka is so hot, yeah I like Asuka a little too much, Hentai owns us all....

 

Well Best Of Luck To Ya,

DarthDarth

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I'll try my best at getting the hat fixed a little more to have

that brim effect.

 

Hey does anyone know how to check the overall number of

polys in a model for 3ds Max 4?

 

Oh yeah DarthDarth, speaking of other anime characters that

need to be made for JK2, someone needs to make Iria from

Iria:Zeiram the Animation. She kicks ass and is hot too.

 

Someone also needs to make Zeiram as well. I'm sure he

would be totally bad*** in JK2.

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I don't know why but, that thing on the side of D's hat in the

 

second movie, if I remember correctly, kind of reminded me

 

of the pepsi sign. I for one have never liked pepsi.

 

Ummm... let's just pretend D's both kind of old-school and

kind of the design from Bloodlust.

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OKAY, HERE'S THE CURRENT SITUATION:

 

1.)THE MODEL IS DONE.

2.)THE TEXTURING IS DONE.

3.)THE TEXTURES HAVE BEEN SAVED IN A FILE FOLDER

FOR RIGHT NOW.

 

NOW, HERE'S WHAT I NEED TO GET THIS FINISHED:

 

1.)A BETTER TUTORIAL THAN THE ONE MADE BY THAT TIM

APPLEBEY GUY OR WHOEVER HE IS THAT TALKS ABOUT GETTING

STARTED WITH THE MODEL, FITTING IT AROUND THE ROOT.XSI

THING, ETC..

 

2.)I ALSO NEED TO KNOW WHAT TO DO ABOUT THAT ROOT.XSI

FILE. I OPENED IT IN MAX 4, BUT ALL I SEE IS WHAT I THINK IS

AN ANIMATION SKELETON AND A PARTIAL MESH OF KYLE KATARN.

WOULD SOMEONE PLEASE "EXPLAIN" THE STEPS INVOLVED WITH

MAKING AND GETTING A PLAYER MODEL INTO JK2?

 

3.)NOT THAT THIS MEANS ANYTHING, BUT HEY. I'M A NEWBIE

HERE. SO PLEASE TRY TO UNDERSTAND MY PROBLEM WITH THIS

ENTIRE THING.

 

4.)OH YEAH, IF ANYONE OUT THERE DOES PROVIDE A TUTORIAL

OUT THERE, PLEASE MAKE SURE THAT IT ACTUALLY EXPLAINS

THE ENTIRE PROCESS INSTEAD OF EXPECTING YOU TO KNOW

THE PROCESS OFF OF THE TOP OF YOUR HEAD.

 

5.)HAVE PATIENCE. ONCE I GET THIS MODEL INTO THE GAME,

IF I EVER DO, YOU WON'T BE DISAPPOINTED AT WHAT YOU SEE.

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please, leave caps off dude

lol

okay

1) import kyle's root.xsi file into 3d studio max.

 

2) delete all mesh parts that have a _1, _2, _3 ending to them.

easiest way to do this is find stupidtriangle_off_1, _2, and_3, double click them one at a time then hit delete. That will delete all parts with _1, then _2, then _3.

that will leave you with the skeleton, and a single mesh, and a single set of tags.

 

3) delete the mesh piece by piece - Head, Torso, arms, legs.

this will leave you with the tags and the skeleton. Save this as Skeleton.max.

 

4) open your character model. I am assuming you have followed Tim Appleby's Naming Format suggested (head, torso, r_arm, r_hand, etc). Use Merge within the File menu to merge your vampire hunter model with the SKeleton.max file.

 

5) line your model up with the skeleton. Do not move the skeleton, this only causes errors in the end.

 

6)move the tags to the appropriate places. For reference, look back at kyle's root.xsi file, or go by the names of the tags, they're usually bolt_hips_r == right hip bolt. I think this is for collision boxes, but not positive, that may be covered by teh skeleton. Same goes for head, you have bolt_head_back, bold_head_l, bolt_head_r, bolt_head_front, etc

just move them to where it should logically go.

and you will find bolts for the cap ends. If you are not making caps you do not need these - their names are something like bolt_r_hand_cap etc something like that, can't remember off topy of my head. Key bolts are the Bolt_r_hand and the bolts i believe for the model itself,

 

7)begin to apply Skin modifiers to each part of the model, including tag parts. Add specific bones, the ones located wherever the part is, that make the most sense. IE> Head and neck == cranium bone and cervical (you will seen when you play with model), and arms will be Humerus + humerusx, radius+ radius x, and so on. the tags need to have modifiers attached to them as well.

Easiest method i find to see what you have weighted yet within the skin modifier is applying a plain grey texture to the model, as this will make the model show up Blue for unweighted and Red for weighted. (in the textured viewport view)

To weight, i find the easiest method is to go into the Modify Weights section, then Paint Weights below in the modifier rollout. I set the weight threshold to 3, i believe it starts at 24? theni start clicking on the appropriate vertices

Remember when painting, a single vertice can only be weighted to a maximum of 4 bones sharing it. Otherwise assimilate will give you an error.

 

8)Once the whole model has been weighted (to check, double click on the pelvis bone) and try moving the bone in a front viewport. If you see any verts not moving, undo the move you just did, and go into paint weights for whichever part you selected.

 

9)Now, if you like, reapply the textures to the model, part by part from whatever you had in the materials editor.

 

10) If you ahve already put the XSI exporter into the plugins DIr, great. Save your file, and goto Export, Export As XSI, and save it as Root.XSI.

 

next step after this: assimilate.

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