[PLAYER] Marcus Holloway V
@LeeC2202 Here's what i mean
for some reason when i rig .obj then it crashes
i think i have a idea
@HeySlickThatsMe How are you setting the influence weighting on the vertices? Are they all set to one colour or do you have them set in different colours/weights?
Um... i didn't do any of that lol
@HeySlickThatsMe It might not have anything to do with it, it's just an idea I thought I'd throw out there just in case.
I've just seen some tutorials when they apply a single vertex colour across the mesh but I've never been sure whether that's for vertex colours, weighting or something else.
@LeeC2202 Im think i know how to fix the crash
but the mouth bug is something like the face is rigged incorrectly
ill try deleting some bones
for the crash - online chars have "Game" modifier or something like that
i think i need to add it to obj and should be "Purrfect"
Next work will be Defalt
i will try to fix my issues and port the mask.. (Already have the mask model , i need just the textures which i partially have)
Good news x99999
Watch Dogs 2 Model Importer is finally here!.....for blender...
@HeySlickThatsMe I really wish more tools would appear for Blender. I can never understand how a free tool, that is so expandable, gets so little support from the modding community. You'd think they'd be all over it.
Because there is zero people that knows how to write a script for blender.Fortunately, OpenIV features openFormats so I think that alone might give someone a shot to write a script plugins tool.
Because there is zero people that knows how to write a script for blender
There are plenty of people who know how to write scripts for Blender, it's only Python and the internet is full of Python programmers. What they don't have though, is the information they need or the incentive to do so.
Look at the Import/Export scripts page for Blender https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts#Import-Export_Scripts
And those are just the ones released through the Blender website, it doesn't even begin to cover the total number of Blender scripts that are out there, for importing game models.
I can't see any reason why importing from the GTA games, should be any harder for those people than any other game or package but for some reason, while games like Tomb Raider, Dead or Alive etc... manage to get people interested, GTAV seems to be lacking the people to do the same... for Blender anyway.
It's like ETS2.. yes you could do models for that with ZModeler but the best tools were the Blender tools. In fact the Blender tools ended up being an officially sanctioned set of tools released and supported by SCS.
I just find it bizarre that we're stuck paying for a technically competent, yet poorly designed artist tool in ZM3, when there is something so vastly superior for model building in Blender... and it's free. I can't believe Oleg is the only person who can figure this stuff out, unless he's getting a bigger helping hand to do so from the OpenIV team.
Anyway, things are what they are... sorry for the rambling digression @HeySlickThatsMe
I I'm planning to write a script for Blender, but right now I'm too busy with my college stuff
Alright defalt will not be the next player
i will work on Marcus , i think i know why i couldn't rig the clothes
i will Redo the whole Ped from 0
Including Custom Model (Hell , maybe even i will convert it from Watch dogs 2 files :P) it will propably include correct normals and speculars straight from Watch dogs 2 files and the original clothing models/textures
In future i will port more clothes
I couldn't Import the original face , but i imported one of Multiplayer characters face and its good already
Needs some more work
(Not a Repost)
i was working on the bag too but i broke everything (Crash) lolz
i also got a new head but i will reconvert it and i need to do a new UV Map
@HeySlickThatsMe The issue rigging faces like Watch Dogs characters, is the poly-count. GIMS V has a limit in number of rigged polygons per bone, and Watch Dogs characters has too many, a lot more than the GTA V players, that creates "floating vertex" when is exported.
The solution is use a polycount reduction in the heads with retoplogy without affect UV mapping, that works and the result is pretty well in GTA V.
@Rarefacer i don't know what it has to do with ^ above but thanks anyways
i need to reconvert it because i have some problems with the head (Mostly wrong scaling and stuff like that) i also want to add Franklin eyes and mouth but the problem is that it uses the Marcus head texture for the eyes (Thats why i need to do a new UV Mapping if im not mistaken)
I tried putting the eyes as embedd texture but in openiv its good , while in Game it still has wrong texture
@HeySlickThatsMe Well, in GTA V sadly we can't use two different textures in a same player component. That I do is redo the texture of Franklin eyes and add in any space the required texture for the new model. For example: In Photoshop, I copy the eyes area from the Marcus texture and put in the Franklin eyes texture over the eyes area, adjusting and then if is necessary, adjusting too the UV mapping to fit the eyes to the new texture.
Thats what i wanted to do the UV Mapping
ill do it tommorow (or atleast try) now im working on Defalt Jacket for Franklin
the new version of the XBG 2 Blender is out and i should be able to Convert Marcus Head!
Today ill try to make it look the best as i can
Seems like Marcus head texture is incompatibile with his model (What in the fuck?)
i think i will do something else
New Head Model (Looks like the old one but texture was improved)
Now ill try to rig it
(Yes , thats his Neck and LOOOOOONNNNGGG Head)