Source Filmmaker

Source Filmmaker

Pte Jack 10. Sep. 2013 um 14:29 Uhr
Spoiler Alert - Upcoming Guide - Converting XNA models to SFM Using Blender
If anyone is interested, I am about to start a tutorial on how to convert XNALara models from XNA format to Valve format so they can be used in SFM...
Zuletzt bearbeitet von Pte Jack; 10. Sep. 2013 um 14:32 Uhr
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Beiträge 115 von 21
Pte Jack 10. Sep. 2013 um 14:58 Uhr 
Here is a link to the Songbird Model I converted...
raptornx01 10. Sep. 2013 um 15:22 Uhr 
I left a comment there.

One improvement I would suggest is organize the flexes. instead of everything under unknown, separate out the arms, hands, wings, etc.
Pte Jack 10. Sep. 2013 um 16:39 Uhr 
That has to be done in SFM using the sfm_defaultanimationgroups.txt file. I know I've posted something about that or created a guide on the topic...
Pte Jack 10. Sep. 2013 um 18:36 Uhr 
AHHHHH hahahahahahahah!!! Even works with the models that come from the show that will remain nameless!!!!
raptornx01 10. Sep. 2013 um 18:50 Uhr 
everything does. XD

I notice when messing around with it. AO is pretty much useless. it's got so much shading already in the texture you can't even tell. (At first i tried with outline only like I always do. you couldn't even tell it had one untill you clicked the show AO box in the render settings. all it did was make the owl in his hand stand out even more. lol)
Pte Jack 10. Sep. 2013 um 19:02 Uhr 
Yeah, I didn't add all the textures to this one. I just wanted to see if it worked. Once I get the tut done, I may go back and clean it up a bit. (add some ao, make multiple scales, etc)
raptornx01 10. Sep. 2013 um 19:46 Uhr 
I don't think adding ao would be necessary, but thats up to you.

the only issue i saw was that, if you notice in that pic. there is some red light on his left neck? thats coming from the light on his right eye. so it's bleeding through the model.

Minor issue though. still an awesome job. especially the rigging.
Pte Jack 10. Sep. 2013 um 20:27 Uhr 
I can't take credit for most of it. As you'll see in the tutorials when they are done, most of the rigging, mesh and textures are already done. You just have to connect the bones properly and add or subtract as required, reskin using proper names and tweak the meshes by eliminating duplicate vertices and assign proper vertex groups if they aren't there. The texture are vtf conversions from the original textures. I merely converted them from tga to vtf format and created very basic vmts for them.

The thing is, I'm still learning as I do these things, so as I learn more about things like how to apply ao, transparencies, multiple skins, body groups, phong and fresnel the models and textures can become cleaner and more robust in SFM. As for the bleeds, that may be just a setting I didn't include in the vmt.

The beauty of doing this kind of stuff is that as you learn more about Blender, you can apply the same principals for model that you create and get them into SFM. I'm hoping that this stuff is merely stepping stones for ppl out there that can model can use the process to get newer and more exciting stuff into the workshop and our inventories.
Pte Jack 12. Sep. 2013 um 11:09 Uhr 
I'm in the process of rendering the 15 videos required to complete the process.

This is the end result if you follow the process.

I'll post a follow-up message as soon as the vids are uploaded.
Zuletzt bearbeitet von Pte Jack; 12. Sep. 2013 um 11:10 Uhr
Sarsour 12. Sep. 2013 um 11:43 Uhr 
Ah I didnt realise the "getting unknown to known" video is yours... Thats an important tutorial for me I have bookmarked, cos on my non human character, most of the phonemes and bones are under 'uknown'.
Zuletzt bearbeitet von Sarsour; 12. Sep. 2013 um 11:44 Uhr
Sarsour 16. Sep. 2013 um 9:05 Uhr 
nice gona check it out.
raptornx01 20. Okt. 2013 um 9:30 Uhr 
Dude, I just noticed you added animation sequences to it, thats really ****ing cool. it looks awesome.
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Geschrieben am: 10. Sep. 2013 um 14:29 Uhr
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