Monday, April 23, 2012

animation

How do you get rigs from popular games like TF2 and WoW into an animation program?
I feel pretty silly asking this, but I've seen a couple of really well done fan videos that obviously used rigs from different games in an animation program of some kind. I'm an animator who uses Maya (and After Effects) and I'd love to do something along those lines but I don't know how to import the characters.
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market samurai ~ marketsamurai ~ marketsamurai.com|||deloresi

smoothing groups

I'm trying to make a cybran unit, which has lots of sharp edges. For testing purposes I have exported it into FA with all smoothing groups cleared, but it is rendered with all of the polys smoothed. I doubt I have enough smoothing groupps available to give each quad its own group, so what do you suggest to keep the game from smoothing the polys?|||You will need to create a non-smoothed normal for your unit. In FA your scm's will get smoothed unless you harden them with a normal map.|||good to know. You'll see a finished unit soon.

Confusion about Textures.

Hello guys, I have read THIS thread, but I find some difficulties understanding what i HAVE to do, to create the three texture maps, i have experience in modeling and texturing, and I'm modeling/texturing units for several mods but not for Supreme Commander, in most of the games I've put models into only a normal ("Diffuse Color") map was required !
So if someone can explain to me what exactly it is needed (and not what are these maps) then i would be really pleased ;)|||First I suggest you read the RULES to found out why exactly I've split off your post, once you've got it figured out please don't do it again.
I'm not entirely sure what there is to not understand, theres 3 textures, Albedo, Specteam and NormalTS. The SC1/FA Texturing Guide is pretty clear on what each one does;
Maybe you can be a bit more clear on what your not understanding? Also have you looked at some of the stock textures to try and understand them?
Mike|||I have seen stock textures, and i understood them, but I've seen only Albedo...
Now what i can is:
For a Cybran unit lets say, do i NEED to create the other two texture maps, or it is not needed ?
And if it is needed, WHAT should be in this map ?
"yellow = (red + green) shiny and reflective, good for metal" adding red TO WHAT ?
how is this map applied and where ?
is it applied behind the normal map ? is it applied above the normal map ?|||taramas|||Hey there! The other textures besides the albedo (meaning the diffuse) are not too hard to understand really, when you take just one thing at a time. You have read the guide carefully? Good.
Hopefully you understand the concept of using color as just a value information. The SpecTeam is just a map of values that are stored as colors. Scan the map with the color picker tool and look at the RGB value, or better yet split the image into R/G/B images. You should notice how the red, green and blue are just a combination of greyscale values that tell the game how a spot on the texture should use reflective, specular or self illuminating effects! And all this info is available on the texture guide.
The normal map is just a tangent space normal split into two greyscale channels, and is completely independend of the other two maps.|||Finally i got my hands on a SpecTeam map..... yeah i got what i needed, and it was just as i expected it is the diffuse map painted all over with a specific color....
That's what i was asking.....
I don't know if you didn't got it until now, but i was asking if i have to paint the diffuse (normal map) with a specific color to create the SpecTeam map, or i had to create a complete new one !

[SC2] Modder seeking artist

Hello everyone, i'm looking for a decent modeler/texturer/UV mapper(basically as many people as i need to get new models and animations completely in game) to work with me in creating new units for Supreme Commander 2: The Experimentals (the mod i am working on). I hope to make several new units from regular-size army units all the way up to powerful new experimentals for each faction. If you are interested, please post here.|||give me some finished UV maps and i'll spill some paint on them|||Moving this to the Modeling forum.
Mike|||Well, that gives me a texturerer, and a modeller, now i need a rigger, animator, and a UV-mapper, preferably at least one of which with the ability to pull stuff into 3ds max and actually export stuff!|||RCIX|||I also posted to the Steam forums, and a guy named trojanrabbit.gg has agreed to do modeling for me (i think).|||RCIX|||Odd, the forums here say "No Messages" and the steam forums dont' show any new ones either... :(|||RCIX|||Ok guys looks like I've got my "crew":
alrich6 (from steam) for modeling, rigging, and UV mapping
pHo3n1x (from here) for texturing
So we'll need to decide on a communication form, I'm happy with either PMs here/at steam, or email. Depends on who has what accounts where.|||I can lend a hand in modeling/texturing :)

[resolved]green custom units in Win7?

I'm getting an odd error with some of my units not displaying their textures correctly (they just come up green) - I think it has to do with using UEF shaders (I didn't get around to changing that in the .bp) and the way I'm saving my textures.
Anyone else encounter this?|||I don't see how not changing the shaders would make your textures not show, as long as you still have some shaders assigned to it. What about the format, did you save them in some special way, any special parameters? As far as I remember, they should work allright with just the default settings in the nvidia plugin.|||The thing is, is that some units are working and some are not; I never had this problem in XP, as far as I can remember.|||Ok, I found the problem; I just had a specteam file of the wrong .dds format

[REQ] Superman UEF ACU...

..No really, I am imagining a Red Cape and the trademark "S" on his Torso.

Anyone willing to do a quick edit?

Or can point me to an already made model?



If it isn't too much work that is.

I'd possibly be able to do the "S" editing the texture, though the cape I guess will be tougher, for it not clipping and animating well.

It's mostly for a good laugh, though I'd love to do some semi serious stunt making that unit "Fly".|||What I know about modeling is that it would be impossible to make the cape flap because supcom only supports the animation of rigid parts, not individual vertices. The superman logo you could do yourself pretty easily though|||Well the cape thing naturally depends on which supcom are we talking about 1 or 2?|||interesting, ah well too late for aprils fools anyway.
weird I missed the replys in this thread until now.
It'd be for FA.

???about the 3d models in supreme commander fa

how many polygons can i use for the 3d models in supreme commander whats the max and the norm thanks|||AFAIK there aren't really any set numbers, generally the experimentals can go up to 8000 triangles.
A more important thing to keep an eye on is the number of bones/objects a model has, as the more it has the more processing power it needs and with FA its easy to imagine getting hundreds on screen at once, there IS a hard limit of 40 Bones/Objects thought.
Mike|||thanks im new too blender and 3ds max 2010 but i got nothing but time and very board so i guess ill make models with less then 40 bones thanks