[FF7PC] Red Werewolf

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I've imported massive poly models before. They can be tricky in kimera but work just fine in the game.
 
So I just learned 2 new tools in zbrush. Decimation master and zProject.
Decimation master was able to take my 6.54 million polygon render down to 60k and kept nearly every detail I added!!

zProject did something unbelievable as well. Painting a high res model always looks best. But unwrapping a 6mil poly takes a NASA computer. Lol. With zProject I was able to transfer all of the beautiful color info to the 60k model!!

This program is unreal. I'll post a pic soon of the low res model. It pretty impressive what the software can do.
 
I have to transfer the hair accessories and tattoos from to low but this was the hard portion to convert and I lost almost nothing. I can believe it.
a9y4ajep.jpg

a9asyvad.jpg

Yes these models are only 60k!!
 
With this kind of technology making in game models has endless possibilities.
 
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I'm getting ready to cut him into parts. Should I cut him like a toy? For example should the mane on his head be a separate item from the mane on his back
 
No, try to cut him as closely as the original as you can. All the hair should be connected to the top of the head (otherwise it'll connect to the neck, not good), and the head needs to be cut at the jaw so the mouth can open (most attacks are with teeth). You need to have transitional area between each piece, meaning that they interconnect and end in rounded numbs basically. That way when each piece moves there aren't any holes. Your model will end up as closely to the original as possible for now, than the animations can be edited so he's standing up.

~oops not all hair, the braids going down the front are separate pieces (each one is actually three). You can just import one though and mirror it onto the other side since they're the same.
 
No, try to cut him as closely as the original as you can. All the hair should be connected to the top of the head (otherwise it'll connect to the neck, not good), and the head needs to be cut at the jaw so the mouth can open (most attacks are with teeth). You need to have transitional area between each piece, meaning that they interconnect and end in rounded numbs basically. That way when each piece moves there aren't any holes. Your model will end up as closely to the original as possible for now, than the animations can be edited so he's standing up.

~oops not all hair, the braids going down the front are separate pieces (each one is actually three). You can just import one though and mirror it onto the other side since they're the same.
Got it
 
OK:: Summary report and looking for any pointers for next steps.
Model is down to 60k polygons. Parts and accessories are all split:
Head, Neck, Lower Jaw, Hands, Forearms, Upper arm, Chest, Torso, Tail, Thighs, Shens, ankles and feet.
Textures are done, holes are filed(which by the way click fill holes in zBrush and all done).
I feel like I am ready for kimera. Or do I need to do something with the textures? I have read cmh's wonderful tutorial but I used zBrush instead of blender and don't know if I'm ready for kimera or not.
 
If the model's cut, holes are filled, and you have your textures ready than it's time for kimera. Have you compared pieces to the original model? Sometimes you do have to recut parts while importing but comparing your pieces to the original greatly helps. If it looks good than you're all set.

To get started I suggest starting with the core of the body, chest and lower chest pieces. From there you can do the neck and than head pieces. Legs and feet are good next, and finishing with the tail. That's how I did Red XIII and generally most imports. You can resize some bones as necessary but try to fit the original body as much as possible, and maintain your models proportions.
 
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I still need to convert the texture file with img2text right? Before i go to kimera
 
Yup, it'll need to be a 24bit bmp with all transparent area black (0,0,0)
 
Omg guys. I cannot get kimera to load. I get an error saying that one of the dlls are not initialized. I tried installing them manually but no luck. This is really frustrating. Is there an installer maybe or something?
 
If I can ever figure out how to get kimera to load here are the animations I want to use. These are sweet!!

 
I'm trying to remember how I got Kimera working. I don't know if these are necessary, but I remember installing all the dependencies for Visual Basic 6 on top of the .dll files that Kimera reports as being missing. Maybe that's part of it?
 
Ok. I put the two dll files in the system32 folder and tried to install them in command line but they failed. Very frustrating.
 
I forget exactly too. I had to google how to install them. This has also been thoroughly discussed on the kimera thread so you can find more info there. I may have even written out directions on how to do this. What error are you getting?

The animations look cool. With some work you can pretty much do what ever you like.
 
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