Author Topic: 3D Model?  (Read 12649 times)

Alhexx

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3D Model?
« Reply #25 on: 2003-06-02 18:29:53 »
Then start modelling :D

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mirex

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« Reply #26 on: 2003-06-03 11:16:07 »
check out http://www.polycount.com, there are lots of game 3d models.

Alhexx

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3D Model?
« Reply #27 on: 2003-06-03 13:38:19 »
Quote from: Mofokubik
i want to make a GOOD model, not some 9 poly crap they have going on at poly count.


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mirex

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« Reply #28 on: 2003-06-04 11:15:06 »
Oh i missed that one.

And btw player models have low poly count for a reason ... to no need to buy a 3GHz machine for any game only because of high poly models.

Sinister Heaven

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« Reply #29 on: 2003-06-04 19:01:13 »
True, but I must admit that a lot more than people like them at Poly Count do can be done to make your character look good... Without making it too heavy... Better textures would do wonders already, I guess.

Ged

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« Reply #30 on: 2003-07-24 14:05:28 »
Mirex, if you don't mind, I would like to get Sephiroth's, Cloud's, Vincent's and Cid's models in LightWave..

I am just sick and tired of doing the same thing again and again because I lost some cd's.. And currently im not in the possesion of FF7PC near me..
I wouldn't survive and chara extraction ^^''

Sephiroth 3D

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« Reply #31 on: 2003-07-24 19:52:30 »
You know... I have a fully boned (and ready to animate) version of Battle Rufus... I should animate him and put him into Half-Life... Or even better, make him a VIP model for Counter Strike...

Ged

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« Reply #32 on: 2003-07-24 20:01:45 »
Rufus's Battle char was nice.
I want LWO cause I have too much of free time and wanted to play with 3d animation...
So any 3dobj. connected with FF (I dream about FF8 models) would be welcome.

mirex

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« Reply #33 on: 2003-07-25 11:12:04 »
I dont have them, and i dont have ff7 cd's near me too ... i'll do it when i find them, i believe its a 10-15 minutes work.

Ged

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« Reply #34 on: 2003-07-25 14:17:07 »
Thanks, I'll appreciate that...

Currently dling FF7PSX -- the sound convinced me...

Ged

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« Reply #35 on: 2003-08-02 06:03:22 »
Coming back to the topic - I found my CD with FF7 modyfying stuff and certain extractions.

So my question is - is it possible to extract a battle model with its position/anim still as a object containing of parts, and what about textures? I'm talking about LWO6+.

mirex

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« Reply #36 on: 2003-08-02 09:00:16 »
Quote from: Ged
So my question is - is it possible to extract a battle model with its position/anim still as a object containing of parts, and what about textures? I'm talking about LWO6+.

Weell its possible. AFAIK objects are not present in LWO but they are marked as vertex/polygon groups, so you can select any body part by those. Animations ... no those cant. They were not decoded yet. But you have model with skeleton, so you can animate it on your own in LW. Textures .. kinda yes, but with some problems. It worked for me but i heard some ppl have problems with it, mainly with transparencies.
Here is a short info how to do it. Convert model to LWO6.5+ to make it work.

Ged

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« Reply #37 on: 2003-08-02 09:09:40 »
Sorry, I made it a bit unclear..

I already have all the parts in LWO, I can edit them -- although no mouth/eye textures, but seperetaly, I don't have the slightest idea where is the skeleton or whatsoever (I mean the FF7 skele setup. I already setup the parts manually, but it's kinda hard and annoying).

If you have any example FF7 model with skele for LWO I would gladly analyse that..

mirex

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« Reply #38 on: 2003-08-02 10:54:43 »
It is not needed to convert parts one by one. You can in Biturn view a file thats names last two chars are AA, which loads whole model with all parts and skeleton ... you can convert it like that to LW. If it does not work check if you have latest version of proggy.
Here are examples how it looks converted in LW (those blue dotted lines are bones):


Mofokubik

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« Reply #39 on: 2003-08-02 16:24:44 »
Mirex, at some point in time, will your prog have XSI support, since I will be using XSI from now on...

mirex

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« Reply #40 on: 2003-08-03 10:16:23 »
Yes new version of biturn supports XSI ascii files, they load fine in XSIviewer, but im not sure if it will load ok in XSI modeling program, because i dont have it.