Thanks Kaldarasha. I've never done any modeling work. I'm very versatile in Photoshop and illustrator but I've never done 3d. Does Adobe have a program like blender
If you are very good in 2D it should be fairly easy for you to create a 3D model. You will make some mistakes (most times wrong proportions) but I'm sure you will learn very fast. I have seen good 3D models from guys who aren't good in 2D at all. Search for video tutorials, they will help you a lot to find good strategies for the whole model process.
Great concept, pretty badass. Glad to hear you're going with zbrush, it's an incredible tool. Using zspheres for a project like this will really simplify it and yield great results. Just make sure you remember to adjust the polycount as you go along. Sculpting in zbrush creates millions of polygons which aren't video game friendly. You can easily fix this while you're working, just something to be aware of.
I'm going with a SS3 Goku style hair for the mane
I Love the detailing on the chest. The collar bones are amazing, I don't know why those stood out. The only thing that bugs me a little bit are the veins are perfectly mirrored. Not something you'd notice in game; but it just something that stood out to me. Particularly the one that appears on either side of the chest. o.o.Your right lol. It's definitely easy to lose yourself in symmetry mode. Your also right about not noticing in game mode. Because when I dumb this down the veins will probably disappear all together.
Maybe it's just me though! ^^
Awesome work so far, regardless. I've always wanted to learn Zbrush :o.
I meant repaint cmh. I have a reduce model down to 70k polys. I will repaint and export the map. Then get him into blender to cut him up as it looks like it will be easier to close the whole with blender than it will be with zBrush.
Then I will be getting him into Kimera and hopefully start on animations.
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.
Hey everyone. I am thinking of starting a zBrush thread. This program does so many things for the community that would streamline modding.
Ex:
Decimation Master - Allows you to make a character with millions of polys and drop it to 30 or 40k without loosing any visible details!!
zProject Brush - Paint your high character and then paint your low res with the high res info
Cut and Fill holes - Yep Select, click on fill whole done!
NEW MatCap Baker - So I hate how amazing everything looks in zBrush and then you export the texture and everything is flat. MatCap baker allows you to select a material that gives you all the low lights and highlghts your want and bakes it into the normal map
My question is this. Would it even be worth making a support thread for this software considering its price of $795.00
Thanks CMH. I will look at it tonight and if it continues to do so, I will send files to you.You might want to go ahead and try to manipulate Red's animations to see what you're getting yourself into.
Obesebear: Yes that is what my plans are.
You might want to go ahead and try to manipulate Red's animations to see what you're getting yourself into.I do realize I'm getting myself in deep. I'm just kinda hoping that if I can get him to the animation point which is the last step, someone can help me on that end.
I do realize I'm getting myself in deep. I'm just kinda hoping that if I can get him to the animation point which is the last step, someone can help me on that end.There was a project a few years ago where 2 or 3 guys were going to redo certain animations. I'm pretty sure they did half of 1 and quit. The only feasible way to create animations is to make an import export tool.
There was a project a few years ago where 2 or 3 guys were going to redo certain animations. I'm pretty sure they did half of 1 and quit. The only feasible way to create animations is to make an import export tool.
Borde tried to make a COLLADA one but eventually gave up. Really, your best bet is to figure out how to substitute Galian Beast's animations over Red's. Either way good luck
There was a project a few years ago where 2 or 3 guys were going to redo certain animations. I'm pretty sure they did half of 1 and quit. The only feasible way to create animations is to make an import export tool.
Borde tried to make a COLLADA one but eventually gave up. Really, your best bet is to figure out how to substitute Galian Beast's animations over Red's. Either way good luck
OK. I will look into it thank you. Hopefully I haven't done all of this for nothing :(
Either way it wont be for nothing. The model will still look good imported with the vanilla animations. Editing at least the idle animations so he's standing up shouldn't be too hard. The change from one animation to the next wont be completely perfect, since he'll still run on four legs, but it wont be too noticeable since many of the animations are that way. The only time this will really be an issue is when the mod to convert battles to 60 fps is completed. Your altered animation will require a bit more work so the animation transitions are smooth at that point.vanilla? lol is that code for original?
I myself have done several 100% animation changes, ranging from making Tifa have archer animations, (She held her right hand out, pulled the other one back and shot the (invisible) arrow with variants of it to allow for a bow) making tifa have a sword, (this took forever to work right.) making Cloud have the exact animations of the other soldiers, making a unique swordsman animation set (For a character in one of my projects, he moves like a combination between Reno, Cid and Squall.) among others.
One thing I tried was making Nanaki use a sword, which involved it staying in a scabbard on his back, and he pulled it out for attacks, I spent 3 weeks solid trying that, but Nanaki has the most complicated animation structure out of everyone, and by comparison, it's a cakewalk to do the entirety of Cloud, which is the simplistic.
If you are genuinely going to try to make Nanaki stand out on 2 legs with his native animations, you will spend months or possibly years doing this, it would be best to make him more into Kimahri from Final Fantasy X, and his limits could be changed into more generic things.
While off topic, is the general consensus that I should release my LoD main cast, Uroboros, Hellena Guards, Hellena Sergeant, Fruegel, Phoenix, Greham, Freybrand, Emperor Doel, etc) as well as several NPCs, such as the merchants, Basil soldiers, etc.You can release anything you'd like!
Does pcreator have a max polygon allowance? It seems that when I do the head, which is the bulk of my polys at 20k, it won't allow me to open textures. All other parts are fine. Or is something else wrong with the head that I am not seeing.
Kuroda>Sorry for my english but I didnt understand what u mean by " i was looking forward to that",
Ok i see, he wanted you to improve alone lol, I understand .
Anyway here is the full playable gallean beast
http://www.mediafire.com/download/17ugupkb2uxvpba/beast.rar
There is two method to do this, the first one is to only modify the offset of each animation script, (i used that one for the test model incomplete because thats fast) but for the full version i used a different method, since galleant physical attack have a very long animation script ( he hit many times and very fast) , I was forced to " enlarge" the data, for the 2Xcut and 4Xcut, and modify the offset too.
To summarize unlike the other file, this one is very altered, so im not sure it will works on PC, if someone can try and confirm i'll appreciate. I tested the same values on PSX and its worked perfectly, so its probably gonna works.
Note: all his limits break have beast flare's animation, so you need to modify red13 limits break with a limits break editor and give him " projectile" limits break , ( beast flare, limewire, nightmare will works , if you use something like cosmo memory or omnislash it will not work correctly)
This is awesome. I was just looking at galliant and his fingers are separate parts!!! And I will get the bottom jaw back. I am so excited. Thank you again jeet!!!
I looked at the skeleton and it seems almost perfect. Couple of things I have to look at.
1. Some of his attacks involve his horns. Guess he could just have a head butt attack lol.
2. I may have to shorten the shins.
3. My tail is much shorter I don't think that'll matter though.
Ok so I am pretty slow at the importing side but I'm getting there lol. I am having a minor texturing issue though. Is it to do each part as it's own texture so long as I am assigning them correctly in pcreator?
There is a Red XIII skelton on two legs but you need to do all animations for him yourself. If you not care so much about a animated tail, I recommended you to use Barret's skeleton.
The pieces needs to be scaled down from 100 to 3 or 2.
Why don't we just simply make him use a normal human's skeleton on the field?
In terms of animations, we can easily make Cloud's skeleton fit, and in terms of the story, he could be quite civilized, and when he needs to, or when he sees an enemy, he psyches himself into a frenzy and makes use of his wolfman strength?
I'm not saying make him use the normal animations, GIVE him the normal animations.
To make someone like Cait Sith or Nanaki into a normal human, all we need to do is change all of the corresponding .a files for them, we can find out what their animations are by opening the flevel with a text editor, such as loveless, and doing a search for {Red XIII} which we then make a note of every level he appears in, then we use an event editing tool, such as meteor to see what animations are assigned to him.
We keep these in a notepad or word document, then we copy and paste them all into a separate folder and then we test them one by one to see what each does, and then we can start to replace them with appropriate animations that the skeleton we want to use has.
By doing this, we can make either Cait Sith or Nanaki be 100% human in the field without editing any events, and if we keep a backup of the animations, then nobody will EVER have to sit down and do it again, and we can then turn them human in a matter of seconds without any negative consequences.
The only mildly tricky part is getting his field skeleton set up, but all we need to do is take another skeleton, for simplicity sake I'll use Cloud.
Take aaaa.hrc and open it with a hex editor, and under every single part, change it from axxx to nxxx, and just copy and paste all of his normal field files to be that, and afterwards, simply rename naaa.hrc to Nanaki's .hrc, which is adda.hrc.
...And for when he's a soldier, we can just make him use the normal soldier's appearance and animations, unless you want to keep his tail sticking out.
This is a simple process, and not to mention, I already did this for Cait Sith and Nanaki to be 100% human with appropriate animations.
Wolfman>
I think you have 2 solutions, the easy way and the difficult way:
1/Let him untouched, a werewolf is supposed to be a transformation so he can still be an animal on field and transform only for battle.( and ur model is still close than the original red13 colors so i think it look realistic enough if u dont modify him)
2/For battle model galiant beast was the best choice to fit with a werewolf, for field model i think its Diamond weapon, if i remember well thats the only character ( in field) who have monster's like animations but still walking on 2 feets like an human but like Kuroda said, if you change the skeleton of a character in field, you need to modify his animations in ALL events where he will appear ( thats a lot of works),otherwise ur char will be very glitchy. ( for example , you can swap cloud field model with cid, it will works easy, because they have the same skeleton, but red13 have unique skeleton , like cait sith, so that wont be an easy works)
To summarize, if u want a perfect mod you need to replace a lot of files just for a field model, if you say that you prefer modding graphics, and hex editing is too much for you then I suggest you to let red 13 field model untouched ( i personnaly put more interest in battle model)
To make someone like Cait Sith or Nanaki into a normal human, all we need to do is change all of the corresponding .a files for them, we can find out what their animations are by opening the flevel with a text editor, such as loveless, and doing a search for {Red XIII} which we then make a note of every level he appears in, then we use an event editing tool, such as meteor to see what animations are assigned to him.
We keep these in a notepad or word document, then we copy and paste them all into a separate folder and then we test them one by one to see what each does, and then we can start to replace them with appropriate animations that the skeleton we want to use has.
I have a complete list of what every single field animation does and which skeleton it belongs to, so we can likely implement future mods far more easily in future.
A character field have only 3 animations if i remember> standing, walking, running, these animations can be modified without problems
The problem is the event animation, for example, when barret shoot with his arm in field, that kind of animation is not stored in the character himself but in the " event file" ( NPC are stored here too), it mean if you dont modify all events in the game , red 13 will be able to stand, walk and run, but each time he pop from cloud and talk, it will be glitchy, because the animations in the event file wont have the same " skeleton" that his animation in his "character file", to summarize , if you modify the skeleton of an original character ALL events files have to be modified one by one so they fit with the new one.
I wanted to do this with my Sephiroth mod, but i gave up, and instead i give him same skeleton than Cloud ( by deleting his long hair on the back), so instead of modify tons of files, i modified only one.
EDIT: cmh175> why would the diamond weapon not match ? the only issue will be the size and it can be modified, then he put the wolf parts one by one on the skeleton.But i actually have no data about this character because i dunno where he is located, i know its stored in a big worldmap file and finding it can be an hard work, maybe its not the case in PC version. So if there is already custom field model for red13, its true it could be easier to simply use them.
Just kidding. I am going to get him completely battle ready and uploaded here and then begin replacing the field model.
Lets go with Cloud then and we can adjust the animations as we go.
Sorry I changed my mind Kuroda.
I'm hoping to get him finished tonight. I work mon-fri 10:30am-7pm CST. I'm having a problem with the textures mapping correctly. I'm going to send pieces and textures to CMH tonight and he's gonna take a look at it tomorrow. Individually the textures import to kimera fine but if I attempt to combine all textures to one they are too small for the part when it's in kimera
The final field model (should) be Barret, I sorted and changed every single one of Nanaki's field animations to be Barret from Wolfman's request, so I certainly hope I didn't spend 2 and a half hours for nothing.
When you finish the field conversion, I'll link you the proper field animations.
...I know I need to share it and I am willing to, but part of me doesn't want to let it go until it's absolutely necessary.
Thank you Kuroda. I will be getting this stuff over to CMH and get the battle model finished. I cannot express my gratefulness enough. I have learned soo much from you guys. Thank you. I can't wait to do more now that I am almost done with one character. I feel like with what you have all taught me I can be much more efficient.
LoL. Thanks cmh. I've felt responsible for getting this done since the day I opened my virtual mouth. You know how many times I wanted to delete my username and walk away and I just can't.
One cheap advice:
I noticed someone had the same problem as me in this topic, ( i dont remember who exactly thats was a minor issue) the problem was barret 's feets, who was " pointing top" so if u replace barret with another character like cloud, his feet will point down, that was a problem in my mod too, and that look ugly.
I never understand why until i saw this message simply saying that the feets was pointing top(i thought it was a size problem so i mystaken), there is an easy solution for this problem that i just found today, if you want for example :
Cloud in barret's skeleton,even if they have the same number of bones and parts, and their animations fits together, the feets will point down, then you only have to copy CID's feets instead of cloud ( they look very similar but cid's feets are the same direction than barret), and then u 'll have a cloud's model on barret skeleton with "normal feets".
Thats very easy and fast to do. Thats not a necessary advice for this topic, since its seem that you are directly working on barret field model, but it can help people who want to swap barret 's field model with another characters already existing.
what is neat about zBrush in this situation is the combination of the following tools.
Slice - Creates straight line separations through one object. Creates two new objects and makes the edge perfectly straight.
Fill Holes - Puts a face on that edge and interpolates the color information to match
Inflate - A brush that takes a flat surface and extrudes it. You can adjust the focus to make it more cone like or more spherical and everything in between
DynaMesh - Makes the object and new face into one object
Group Visible - Makes object one polygroup. This allows to create UVs based on individual body parts. So Instead of creating each UV and then putting each one together in photoshop, this does it for you.
Thanks obesebear. I didn't think of that. I wonder how that would look though from the side when both the chest braids and head braids were visible. Is it possible to replace Galiants head skeleton with Red xiii's? Or is it possible to add bones?
people who think a malicious macabre werewolf should have puppy teeth
Hey cmh. I may have found another annoying issue. :( the galliant beast leg is 3 pieces. Mine is 4. Ughhh!! Unless you've already mended the parts I can do it.
Very very soon... :evil:
I'll take a look at the animations you wanted me to, but I won't get a chance for a few hours, I'm going...
...It may not sound especially bad or anything, but if you know me, this is a horrible experience...
...To the park.
So I just got done texturing Red with a fur alpha I found in Photoshop. This def bring way more depth.
Thanks Mcindus. Nice to meet you. I've been re reading the thread and thinking back to what was going through my mind at the time of my earlier posts. I'm very proud to have gone from not even know what a 3D modeling program was to this. It has been a fun ride. Tons of ups and downs.
very cool idea.. just tested it, a few problems.
half his head and back are invisible in my game and most of the animations are broken, there is no 'attack' animation and uses the 'berserk dance animation' when using spells
Kaldarasha: so did you switch around the textures? If so thank you so much. If not thank you so much for the info and I will work on it tonight.
Jeet: awesome! So will I only have to replace the sjab? Will we lose the imported parts and textures? I did make some alterations to the axis rotations for the animations but that was easy and I can do it again no problem. I just hope we don't have to reimport him. Thank you for this.
This community is just flat out awesome.
Ok cmh. Now what I will have to do with the textures is open the part.3ds in pcreator. Change the texture slot. Save the part.p. then will we have to reimport that part to use a different texture slot?
Hey wolfman.......i was just thinking i know you wanted to make the legs look like they did in your original model. I think this would be possible if you cut the lower half of the leg so that it is one piece. As long as the knee and ankle joints line up with the ends of the bone it wont matter if the rest is outside.....the only thing to watch for would be if he were to kneel down to far or lean to far back.
We can do that, but we'd have to adjust each of his individual animations for it to take effect though.
Field animations are much easier to work with than battle ones, I'll take a crack at bending the legs back, can you PM me the field files?
Nice work, about the green effect its me who deleted it , since galeanbeast dont have one, i can re add it if you want, thats cost 30sec to do it, i suppose the animations that not works are the " item" or "sense" etc? Again, since the beast dont have animations for that, i just put the idle animation for this, the item will works but he will use it in idle animation.
Another thing: when he cast fire, there is delay between the end of his magic animation, and the fire effect, i can make the delay shorted so it look more dynamic if you want, the reason i made a long delay is for the camera, because if i make the delay shorter u wont see the end of his magic casting animation,because the camera will follow the fire spell, thats look like detail but since he have only two real animations, its better to be perfect.
I just did the frame options with propagate on and the other animations didn't budge. I'm starting to love kimera. Lol. I also adjust him running on all fours so that the body is upright a little more.
Jeet the new animations are perfect!!
New Video with sound and all animations working much better.
http://youtu.be/4B6yAUrgitQ (http://youtu.be/4B6yAUrgitQ)
I think it's safe to say the battle model is done.
Only thing left is the limits and I am clueless how to use Libre and or WallMarket. Especially since wallmarket closes as soon as I open it.
Beta has been updated
And is it just me or is he kinda small. I mean barret is like twice his size. Would this be a simple adjustment or not? Lol
If you only modified the model, the kernel was not affected. It can be found in data/kernel/kernel.bin btw. It's completely unrelated to models, though, so I don't see why he'd want it.
With my animations I learned to save often when I lost six full animations one day because I got the overflow error.
Its simple, open LIBRE and check all values of " beast flare" ( example) u' ll see information about : animation, target, camera etc etc, just copy every values into the red 13 limits break " sled fang" (example) , no need to change the name if you just want to test it, and same for the camera, u can take the data of any camera, what is important is the animation value.
I had once the idea to use a tool which compares two files which each other (for the flevel.lgp) but it didn't work as I hoped it would.
http://sourceforge.net/p/winmerge/news/2013/02/winmerge-2140-stable-released/
Maybe it works better with the kernels because they are in the bin format. You could also ask the Dark Penguin Lord of the Sith, if he knows a good program for this undertaking. ;)
May the Ubuntu strong in you
cmh175>
And with this method the kernel is intouched.
But this means that he will create another FF7.exe. But if he can extract the changed hex code and make a hext.txt file for DLPB's launcher then it would be the best way.
aaaand now I'm lost lol. I know more about modeling, I'm not much of a programmer. This sounds like a good plan, but I'm not sure how to extract ff7.exe and make a hext.txt file.
Libre makes changes to the exe. Basically you need to track down the offset values were different code is present. So you will write in the text file for the Hext_Launcher the offset(s) and the hex code which it should replace there.
I'm pretty sure the Galian Beast's skeleton structure isn't going to like using Red XIII's limit breaks.
I'm fairly certain the only way the **ab file would affect height is in the case of bombs where they are told to grow.
After I do some unconverted models the next character I want to do is aerith.
I wish lot of other models would get a custom model in HD like that. The work that got put into this project is insane. I wonder what will be your next project once you are done with Red XIII.
I'm going to create a HighDef Character Pack. It's gonna take a while but it's going to be EPIC!!
you should make cloud first before aerith it will look so much coolerAPZ's throne at risk! :P :P
hi, this is my field Aerith (flower, parachute, wheelchair), I have graduated and are working so I don't have time to continue mod. Please feel free to use my models ^v^!
https://mega.co.nz/#!VEARWYTR!Ov2YhQ5pkQpl_D3dKs4BJyZUebQs0ORqFy3hfjEAqiQ
This does mean that parts of each gameplay mod (or at least the ones that required patching) are included with patches so the Red Werewolf will function correctly without disrupting anything. This is purely for compatibility so no one has to pick and choose.
I unzipped the iro from the catalog. Red XIII's limits were altered in the kernel using Walmarket, so I exported a patch file and applied it to each gameplay mod. Changing nothing other than Red XIII's limit settings.
Nobody mentioned anything to me about changing the kernel. I update the scene.bin and kernel quite regularly to fix issues or add new stuff. A second kernel where changes have to be transferred across each time isn't something I'm wild about (unless you can patch limit breaks on their own in 7H? How would that work for synching the scene.bin?) I'm also not sure what you mean by including patches with the gameplay mod files either; does that mean making direct alterations to the NT Mod's core files rather than the werewolf mod being it's own separate patch that's applied higher up in the load order, handing down the three field files and char.lgp/battle.lgp files? Not sure what you mean by 'no-one has to pick and choose'.
If you update the mod regularly how is the gameplay iro kept up to date? Patching the mod with the Werewolf changes just requires us to download the new kernel, apply kernel patch, and rezip the new Werewolf iro. It'll be included in the Qhimm catalog too so updates will be automatically downloaded and installed so no one has to manually update. Updates can be managed every/every other week fairly easily since it's a five minute process.
I don't actually have a copy of the gameplay iro at all so it's very likely not up to date (Alyza made it, with help from Kalderasha I think). Before today I thought that the NT Mod had been temporarily removed from 7H but from the sound of things it's still there. If you or Wolfman are willing to keep a second kernel up to date then that's fine, but you might need to copy the scene.bin while making a new iro and synch it with the Wolf Kernel to make sure it doesn't fall out of whack.
I'm hoping that 1.2 is much more stable than the older one and doesn't need constant updates but maybe wait a week or two after 1.2 goes out before making a wolf patch for it so I can get any problems sorted out with the new stuff that's going in.
Congrats!
Just a small note on the installation. I would use the Import button to put it into 7H, rather than manually placing it into the 7H Library folder. In my tests, this will cause the ID tag to display in front of the mod name and it's confusing to new users what that mess of letters and numbers mean.
I'll add this to the catalog this week :)