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Miscellaneous Forums => Graphical => Topic started by: cbudd on 2013-10-05 01:03:14

Title: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-05 01:03:14
I've been modeling for a week now, so I have low expectations of myself.  Here is what we have so far!

Criticism happily accepted!

(http://i838.photobucket.com/albums/zz304/PRO_CBudd/Other/aeriswip_zps9becad94.jpg)
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-06 01:10:33
It looks pretty good, you've been modeling for a week? As in this one model, or you read tutorials and a dummies guide and have a weeks worth of experience? Either way you're off to a great start. The only thing I'd mention is the face looks a bit long, which in turn makes it look thinner and the nose longer. It may fit better with the texture applied so it's hard to say. She's a very anime styled character, large eyes with more hair than anything else. I think if you moved the eyes and nose down closer to the mouth, making the forehead bigger, it'll look really close. If you're going for a more realistic look though it may work pretty well.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-06 02:56:16
Thanks,

Yeah, I have a weeks worth of modeling experience, this is the first thing I have attempted.  I agree with you, in fact I've already  revised the nose and eyes, as well as widened the cheeks a bit to make her a little more proportional.  Thanks for the feedback!
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Mayo Master on 2013-10-06 04:27:09
That one is pretty tough to attempt, especially as the first thing you try to model! I find that organic objects and characters are the hardest thing to do. Personally I don't have the eye for drawing people, I wouldn't even try this one even after more than a year of experience!
Anyway, personally I'd suggest you model simpler things as a way to practice. The second suggestion I'd have is: gather as many reference pictures as you can. If you manage to find good full-face and profile pictures, setting the images as background would be of great help. Besides, you can learn a great deal just by making close observations of the object you're trying to model.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-06 22:51:17
Okay, a little update.  Bigger eyes, fixed a crooked nose, some other detail changes...

(http://i838.photobucket.com/albums/zz304/PRO_CBudd/Other/aerisheadwip2_zps161ebff6.jpg)

Long way to go, but I am going to quit on the head for now and start fleshing out the rest of the body.  The ear is giving me a hard time :)

I am sure to still make some minor changes to the face (in fact, just after loading this I gave a little more indention to above the nostril area on the nose) but I need to break from it for a while so I can get a fresh perspective on it later.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-11 06:53:20
So, I am working on texturing my Aeris head model.  I got the UV mapping part down, but I am having issues with actually getting it to import back into blender properly.  When I export the UV map, it looks fine.  I edit it with GIMP to get my colors in, but then when I import it back into blender it doesn't match up!

(http://i838.photobucket.com/albums/zz304/PRO_CBudd/Other/oddbehhavior_zpsb10c5074.jpg)

As you can see, the drawn textures are all offset to the right, and it doesn't match up when rendering.  Although I can move the things around to make it sort of fit, I am concerned that the UV mapping will be wrong when it comes time to import the model into the game.

Anyone have any ideas or know what I am doing wrong?

Thanks!
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-11 13:20:50
Not sure what happened, Blender isn't horribly great with uv mapping, in my opinion at least. For example it'll strip the uv mapping if you export to a .3ds. Basically you'll have to realign the layout. It seems pretty even though, you maybe able to just select the whole thing and adjust it together. Once the layout is aligned and looks good on the model it'll be fine when you import it just make sure to flip the Y in pcreator.

By the way, since Blender cant export .3ds files I use .obj and use Meshlab to export to .3ds. Works fine and is a great program for checking pieces before importing.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-11 13:54:38
Not sure what happened, Blender isn't horribly great with uv mapping, in my opinion at least. For example it'll strip the uv mapping if you export to a .3ds. Basically you'll have to realign the layout. It seems pretty even though, you maybe able to just select the whole thing and adjust it together. Once the layout is aligned and looks good on the model it'll be fine when you import it just make sure to flip the Y in pcreator.

By the way, since Blender cant export .3ds files I use .obj and use Meshlab to export to .3ds. Works fine and is a great program for checking pieces before importing.

Unfortunately I can't just select it all and drag it - it is like it has been shrunk down or twisted somehow, so the left side won't match up unless I start trying to drag a bunch of the vertices around.  I could and would do that, but my concern is that when I eventually export the model and get it turned into a .p file the texture may not line up properly.

I suppose I could try and realign the map, export the image again, then re-import it and see if it matches.  That is the only thing I can think to do at this point.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-11 15:18:30
I think that's the best thing you can do. Adjusting uv mapping can be more work than editing the model, for me at least. I'd get the texture and everything to where you want it, then fix the mapping in Bender. I wouldn't export the mapping again or anything, it'll probably just screw itself up again.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-11 15:53:51
Okay, thanks for the advice.  Hopefully I will have something that works in the next week or two.  I'm definitely concerned with the texturing because I'm really not much of an artist :)
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-13 08:06:48
Well, it's really late but I finally am getting somewhere...

(http://i838.photobucket.com/albums/zz304/PRO_CBudd/Other/aerisheadrender_zps1fed081d.jpg)
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-13 08:56:45
Incidentally, if anyone knows how to export the model from blender and have it keep the UV coordinates I would love to hear how to go about it!  I've tried exporting as and object file, using biturn and wings 3d to convert to .3ds format, but I just can't get the UV map to go with it. 
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-13 16:27:46
Only use biturn to convert ff7 files to 3ds. It doesn't work well for anything else really. I export from Blender with .obj (regardless of the models current format) and use Meshlab to convert to .3ds. It's also good for double checking pieces for holes.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-13 19:18:20
Well, I tried that but still no uv coordinates for Pcreator :(

I can see the texture in meshlab, but no matter what I do I can't see the uv map to put the texture in pcreator.  Very frustrating to say the least.  Can I export the uv map itself somehow?
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Borde on 2013-10-13 21:08:24
Kimera should be able to read 3ds files with UVs directly. If it doesn't, I'd like to know.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-13 21:14:09
I haven't tried that yet, I'll have to do that soon. Blender doesn't give a lot of options for uv mapping. You can export it as a png, but not as a working layout. More importantly I'd like to be able to import an edited uv layout.

Did you select the piece in pcreator? There's a drop down menu, select the piece and it'll turn red on the screen. Then you can add the texture and flip the Y on the uv layout. Otherwise it wont let you add either.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-13 22:41:19
Kimera should be able to read 3ds files with UVs directly. If it doesn't, I'd like to know.

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. 
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-13 22:43:37
I haven't tried that yet, I'll have to do that soon. Blender doesn't give a lot of options for uv mapping. You can export it as a png, but not as a working layout. More importantly I'd like to be able to import an edited uv layout.

Did you select the piece in pcreator? There's a drop down menu, select the piece and it'll turn red on the screen. Then you can add the texture and flip the Y on the uv layout. Otherwise it wont let you add either.

Yeah, I selected the piece.  When I open the UV coordinates part, it gives me no options to do anything because it doesn't see anything, unfortunately. 

I guess there must be something with the model that is not allowing it to work.  I just don't have a clue what it could be :(
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-13 22:52:34
Kimera should be able to read 3ds files with UVs directly. If it doesn't, I'd like to know.

Incidentally, I can load my model after it has been converted to a .p file, but it has no textures nor can I add any.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-13 22:57:18
Does naming matter with regards to what pcreator will see as a texture?  As long as it is a 24 bit bmp I should be good, right?
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-14 14:36:17
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?
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-14 16:08:45
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?
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-14 16:15:40
I saw this while doing a little research. 


From here...

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

Quote
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...
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Borde on 2013-10-14 23:35:03
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.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-14 23:50:58
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!
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-15 20:16:02
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.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-15 20:43:17
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.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-15 20:53:40
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.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-15 21:02:48
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.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-10-15 23:01:52
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.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-10-15 23:19:49
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!
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-11-03 05:07:11
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!)

(http://i838.photobucket.com/albums/zz304/PRO_CBudd/Other/aerisheadingame2_zps3a69f6c5.jpg)
(http://i838.photobucket.com/albums/zz304/PRO_CBudd/Other/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?
Title: Re: Hi-Res Aeris Model (WIP)
Post by: LeonhartGR on 2013-11-03 12:04:54
Madona mia! We got huge heads! lolz
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-11-04 05:27:07
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.

(http://i838.photobucket.com/albums/zz304/PRO_CBudd/aeriskimera1_zps73f0bd5f.jpg)
Title: Re: Hi-Res Aeris Model (WIP)
Post by: LeonhartGR on 2013-11-04 12:19:14
Quote from: The Rules
  • Be constructive with your criticism, if you like someones work then take the time to explain why rather than cluttering a thread with random words like "Nice" or "Cool". Similarly, if you don't like the work then be polite enough to offer advice on how it could be improved.

  • Try not to quote images. There is no need for it. If you wish to quote a post that contains an image just remove the link from the quote.
    Image macro's will be confined to Completely Unrelated. There is no reason for them to be elsewhere as they add nothing to the discussion. This is not /b/.

C'mon, LeonhartGR, you know better than this. ~Covarr
Title: Re: Hi-Res Aeris Model (WIP)
Post by: srsmklt on 2013-11-04 14:55:16
looks like Augsburger Puppenkiste  :evil:
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-11-04 18:49:31
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. 
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cbudd on 2013-11-04 19:11:51
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.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2013-11-04 19:23:55
No problem, this stuff cant just be picked up over night. I've only picked up some things about making textures. Luckily you don't have to physically be a good artist, just have to learn the techniques used with 3d. Here's a small tutorial on textures I found that may help.

http://thefree3dmodels.com/publ/photoshop/photoshop_head_texture_creation_tutorial/14-1-0-10 (http://thefree3dmodels.com/publ/photoshop/photoshop_head_texture_creation_tutorial/14-1-0-10)
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Kaldarasha on 2013-11-26 09:24:23
I will hijack this thread later.  :evil:

Edit:
(http://imageshack.com/scaled/large/823/3flc.jpg)
(http://imageshack.com/scaled/large/33/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 (http://www.file-upload.net/download-8335675/Aerith.rar.html)
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Seclet on 2014-05-28 15:55:15
Kaldarasha

this mod so you would have to put in the lgp? and another question, is to field enough to battle? thx
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Kaldarasha on 2014-05-28 17:41:14
The model is in my mod included: http://forums.qhimm.com/index.php?topic=13960.0

I won't make lgp files. Use 7th Heaven to use the mod.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Seclet on 2014-05-29 00:31:05
ok very thx man.

I downloaded this pack: Unshaded-Models-1.63.7z for you to specify who the mod and aeris of field has the eyes closed, I passed, did you?

I used the tool to extract lgptools.exe meter or archives, as 7theaven not worked ejeje

Title: Re: Hi-Res Aeris Model (WIP)
Post by: cmh175 on 2014-05-29 03:41:09
ok very thx man.

I downloaded this pack: Unshaded-Models-1.63.7z for you to specify who the mod and aeris of field has the eyes closed, I passed, did you?

I used the tool to extract lgptools.exe meter or archives, as 7theaven not worked ejeje



I'm sorry but other than you downloaded 1.63 non of that made sense. Try to explain what you're asking a little clearer. The mod works fine for 7H, though it's not currently wrapped in an iro. You can still just add the folder to the 7H library.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: WolfMan on 2014-05-29 05:51:29
Is there any way of converting Kaldarasha's Aeris to an lgp format. I really want this field model, but the way I have everything setup would be ruined by 7thHeaven. Please help.
Title: Re: Hi-Res Aeris Model (WIP)
Post by: Kaldarasha on 2014-05-29 17:36:55
There is no need for converting the model, you can pack the files into your char.lgp and battle.lgp with the lgp-tools. I guess I haven't updated the single files with the new models because I wasn't sure how well they will look. It ever takes some revisions, it's easy to loose the track and be satisfied with actually crap.  :-D
Title: Re: Hi-Res Aeris Model (WIP)
Post by: WolfMan on 2014-05-30 18:08:50
Thanks Kaldarasha I figured it out. Sorry. I misread your post and thought you didn't have the LPG files. Great work man.