Hi-Res Aeris Model (WIP)

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When you have the piece selected in pcreator does it give you the option to add the texture or is it greyed out? If you have it set for a battle model do you have textures checked?
 
When you have the piece selected in pcreator does it give you the option to add the texture or is it greyed out? If you have it set for a battle model do you have textures checked?
I'm at work right now, but I will do my best to recall.  I have been working under field model (although switching to battle model did not seem to make a difference for me) and I would pull down the drop down menu and check the texture option (texture file(s) or something like that?)

I would then go to the uv coordinates option which pops up a second window.  Everything is greyed out and nothing shows but the blue axis lines.  It by default is listed as view all.  Selecting my model in the uv coordinate window does not change anything, either.

Is there a program other than 3ds max that allows you to export a .uvw file?   I wonder if I can get a .uvw file then I could import that into pcreator and add textures...

The only other thing that I can think of right now is that somehow I have missed a step in blender that is not allowing the uv map to export properly with the object file.  My only problem with that is that opening the file in wings3d or meshlab shows the texture just fine.

Maybe there is something going on with the model that doesn't agree with the .3ds format, like an open area or something that it doesn't like?
 
I saw this while doing a little research. 


From here...

http://www.blitzbasic.com/Community/posts.php?topic=65297

Umm... you do know that .3DS format is from stone-age and everyone who still uses it today is asking for trouble? :) I bet that you don't remember for example that .3DS supports only 8+3 characters in a filename, so "HugeCockpitPanel.jpg" is shortened to-- well, something "totally different" like Monty Python would say. Filename mismatch would explain why .OBJ works but .3DS doesn't if it's texture problem.
I may try to rename my texture file to something simple (like 1.bmp or something) then export it.  Maybe my texture name is too long and it is getting lost in the translation...
 
I can open the Aeris head that originally came with FF7 that has been converted to a .3ds file.  I can't open my blender converted .3ds file, though.
I'd like to have a look at that file if possible. The one comming from Blender.
 
I'd like to have a look at that file if possible. The one comming from Blender.
Sure.  I can send you the original blender file and/or the exported object file.

I also noticed that I am probably running an older version of kimera, so I need to get the latest one just to double check.

Thanks everyone for their help so far!
 
Well,

I finally got the head to show with textures in Kimera (latest version) but they aren't mapping right on the head :(

It still doesn't show anything useful in pcreator, though.
 
Well,

I finally got the head to show with textures in Kimera (latest version) but they aren't mapping right on the head :(

It still doesn't show anything useful in pcreator, though.
That's good, it'll actually work now. If it's not mapped correctly you need to check the uv layout in pcreator. Don't just flip the Y, make sure the mapping matches what you have in Blender.
 
That's good, it'll actually work now. If it's not mapped correctly you need to check the uv layout in pcreator. Don't just flip the Y, make sure the mapping matches what you have in Blender.
I still can't get pcreator to see the uv mapping, though.  Even if I convert the pfile to 3ds, it just won't see it.
 
Okay, I finally got it!  Sort of...

I flipped the texture itself upside down and now it matches, which is great.  Unfortunately, the model has some issues I guess created by the conversion process (seams maybe?  They are black lines in random spots on the model.  I've got some work to do yet, but it is something.
 
Include pictures, texture issues could be almost anything. If you're using Meshlab it should convert to 3ds without any issues. Have you checked the mesh? The faces aren't flipped or anything? I had that problem with Red XIII, the feet were rendering light upside down. Also double check the texture and uv mapping in blender, make sure there isn't anything you missed, even small errors can show if something isn't lined up right. At least it's importing to Kimera now, that's half the battle right there.

btw if you're the last to post you can edit your posts to add to them, it'll make keeping track of your progress easier.
 
Include pictures, texture issues could be almost anything. If you're using Meshlab it should convert to 3ds without any issues. Have you checked the mesh? The faces aren't flipped or anything? I had that problem with Red XIII, the feet were rendering light upside down. Also double check the texture and uv mapping in blender, make sure there isn't anything you missed, even small errors can show if something isn't lined up right. At least it's importing to Kimera now, that's half the battle right there.

btw if you're the last to post you can edit your posts to add to them, it'll make keeping track of your progress easier.
Yes, good call Meshlab fixed the errors!  I'll try to post an in game shot of Aeris with her new head if I can :)

Long way to go (and I wouldn't call the head finished by any means) but I am a lot less discouraged now!
 
Well, finally got the head in game and found an area where you could actually see her face from the field view (you hardly ever see her up close in field I guess!)

aerisheadingame2_zps3a69f6c5.jpg

aerisheadingame1_zps95b687f2.jpg


I do have some problems that I am having a hard time with.  For one, there are some smoothing issues that I can't seem to resolve (specifically around the chin, eyes, and nose) and it seems that many people solve these problems with textures, but I am not sure how they are doing that.  It just makes for some sharp angles in areas that I do not like.  Maybe I just need more poly's, but that seems to just magnify the issue.

I tried making a normal map, but I really don't understand how to implement that.  The thing looks great subsurfed, but I can't transfer that into the game :(

*Some model problems are fairly obvious to me right now as well -  Ears are too large, and the neck does not transistion properly from the jaw line (too narrow and too much flat area below the jaw.  These are relatively easy fixes if I can get the other part straightened out.

Additionally, I noticed that in Kimera my model appears gray and not white, which I think is affecting the coloring of my textures.  Does any one know the cause of this or a fix for it?
 
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Here is a Kimera shot of the updated head (still need to add braiding to the front hair) but definitely better with neck and ear adjustments.

aeriskimera1_zps73f0bd5f.jpg
 
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It's coming together pretty well. Focus on finishing adjustments and importing the rest of your model before worrying about anything else. You can always update the texture later on for something with more detail. Personally I think uv mapping and textures are the hardest parts and not easy to learn. I'm learning custom modeling with 2014 Maya right now and non of it's easy.
 
Thanks!

Yeah, you are right.  I wanted to make sure that I could actually import the things and get them to work properly.  My texturing right now is really rudimentary stuff just to get some ideas for how things should look - although it is probably my weakest point as I'm not too artistic.  I think after I finish the model it will be a little easier to get proportionally correct and everything flowing nicely.
 
I will hijack this thread later.  :evil:

Edit:
3flc.jpg

th2v.jpg


By the way I use 923 faces with 488 verts. 1435 faces and 970verts with the holy matria, but I think i will use a Icosphere for it. Because nobody will see a difference between a super round UV Sphere and a low poly Icosphere. And that is actually the biggest advise I could give you: try to use as low polygons as possible when you design the ground mesh (at last if you have less experience with modeling.). You can still subdivide it when you think its fine and do work on the details then.

Anyway here is the blend file:
Aerith.rar
 
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Kaldarasha

this mod so you would have to put in the lgp? and another question, is to field enough to battle? thx
 
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