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Pte Jack 10 сен, 2013 @ 14:29
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...

http://cloud-2.steampowered.com/ugc/882992508092100347/5E9C6B89173D455DD914F11783C399E0DF244BB7/
Последний раз отредактировал Pte Jack; 10 сен, 2013 @ 14:32
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Pte Jack 10 сен, 2013 @ 14:58 
Here is a link to the Songbird Model I converted... http://steamcommunity.com/sharedfiles/filedetails/?id=177501409
raptornx01 (banned) 10 сен, 2013 @ 15:22 
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 сен, 2013 @ 16:39 
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...
raptornx01 (banned) 10 сен, 2013 @ 17:40 
Pte Jack 10 сен, 2013 @ 18:36 
AHHHHH hahahahahahahah!!! Even works with the models that come from the show that will remain nameless!!!!
raptornx01 (banned) 10 сен, 2013 @ 18:50 
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 сен, 2013 @ 19:02 
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 (banned) 10 сен, 2013 @ 19:46 
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 сен, 2013 @ 20:27 
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 сен, 2013 @ 11:09 
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.

http://steamcommunity.com/sharedfiles/filedetails/?id=177904755

I'll post a follow-up message as soon as the vids are uploaded.
Sarsour 12 сен, 2013 @ 11:43 
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'.
Sarsour 16 сен, 2013 @ 9:05 
nice gona check it out.
raptornx01 (banned) 20 окт, 2013 @ 9:30 
Dude, I just noticed you added animation sequences to it, thats really ****ing cool. it looks awesome.
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Дата создания: 10 сен, 2013 @ 14:29
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