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即将走上冻鳗明星大战外星人的不归路
对,都整成这样
什么,画风不对?
我才是你们指挥官!
@Caboose I wish I had the time and motivation to do it but we can hope.
@Nan_JXP 邊學邊練的第一个mod,質量什麼的還望海涵……
The free cam is from a mod called "Better Debug Camera" made by robojumper. Check it out!
For the socket name, I use HeadAttachments. I think I took it from another Helmet Archetype, or looked up the name of the socket from the head mesh.
If you have any other questions, feel free to add me on Steam.
My roommate got interested in 3D modelling after seeing my work and have made to the point of importing a model with OK-ish rigging into UDK and seeing it moves in the editor, in just two days ( He did skipped a day's school because he found this so much fun. Well I feel sorry for his professors). Have someone who can guide you during the basic part and answer your questions does accelerate the learning process quite a lot but I truly believe everyone can make it and have fun.
BTW physics assets won't work unless attached to a socket, is this correct? I tried to make a physics asset with my head mesh and attached said asset in my XComHelmetContent but it didn't work unless I put something in the Socket Name field.
Mission accepted.
I know it is supposed to be a "tactical combat" game, but the anarchy DLC threw that out the window.
When I mean separate, I mean a separate mesh/bodypart that attaches to the main torso archetype. The Advent Cape [Prop_AdventCape.ARC_Prop_AdventCape] is a good example on how it's done. It contains both the Skeletal Mesh and the Physics Asset.
Then you attach the XComBodyPart Archetype in the Default Attachments of the Torso Archetype. The game will load both of them.
The model came with only diffuse maps so yeah I'll definitely need to use a texture generator ( I have Gimp and CrazyBump at hand. Hope they should handle it well). I'll see what I can do with proper textures when I get an idea about UE3's material system.
It should be possible to make the jacket animated, but it needs to be a separate bodypart with a set of bones (maybe 10 or 20), just like the hair.
Unrelated but, if your model is lacking certain textures (AO, Spec, Roughness, Normal Maps, etc), then you can use a texture generator to fill in those spots.
It should be manageable to make physics-enabled hair in PHAT but not really sure about the jacket. APEX seems a little daunting to get into. I would like to have a look at those XCOM:EU meshes if you don't mind. You may send me a message through Reddit or Gmail, add me on Steam or put it in a comment here.
Going through the wiki right now. I'll make sure your hard work is put into good use. Thank you.
https://www.reddit.com/r/xcom2mods/wiki/index
On another note, I've really gotta figure out how to make a toon shader material for XCom 2...
このキャラクターモデリングは「お宮」さん。多分 MMD「結月ゆかりver6.pmx」
@nekoworkshop: You're probably no worse than me at modelling just don't know the words. I need to have the guts to release the current stuff as-is.
But seriously if you learn how to make floppy jackets before me (like the Advent Captain cape) you'd be a god. This jacket and hair with soft-body 'fake cloth' and some invisible colliders so it doesn't clip with other props too much may be fun though I should try to figure it out with a trenchcoat of some sort.
You can move on to something new or rework this model. Or I can send you XCOM:EU fbx files if you want to rerig any of those to the new bone names and sockets. Their polycount is fine in most places but I'd at least have to enhance the textures/materials. At least Yukari is a suitable resolution even if her jacket's shinyness is a bit off.
Glad you like it but I'm not really sure right now. I do wish this was done by more capable professionals instead of me ; ;