Female Marine Model

PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
<div class="IPBDescription">Any skinners?</div> Now I was able to make it in Metaseq I took a female model from Action Half Life moved her head onto a resized male marine. Now I wasn't too smart when I did it because I had to edit two different objects, marine_ref and marine_jet so they came out in slightly different sizes. The jetpacker is smaller I can edit her later... Anyway I need someone to skin these ladies for me. It's not really mine I just made a few vertices to connect the neck to the head, same goes with head to helmet.

Let's call it version one? *scratches his head*
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Comments

  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    It seems like what you've done here is (and I know I'm probably restating your post, but meh) edited the shape of the default marines to be more feminine, and put a good female head on the shoulders. Now if I'm right about that, there's no doubt a way for you to do it that preserves the skinmesh from both models, which would mean that one of te most tedious aspects of modelling (ie the skinmesh) could be skipped, and the default marine skin could be put on.

    Another possible Bad Thing is that the pose you've got them in looks like the marines' idle pose - if you work from the reference .smd instead of a posed one, getting it rigged up to the skeleton (so it uses the defaults and doesn't require new anims - another long and tedious step) would be a lot easier.

    I know this sounds like a lot of criticism, but it's just things that could get the model (which I think looks great) finished more quickly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    ummm a female marine model would be kool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    ^
    What he said. If the originals were both skinned already, it's perfectly possible to slap a new head on while retaining the original skinmeshes. I've done it myself, and it works fine.

    Obviously, this would be nice.
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    Thanks alot Maus! I'll open the marine model in 3dmax and save the default post instead, that is what you meant right? I go into the anims and look for default or err idle? I'll check to see, I really know nothing about making models or preserving skeletons <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    The marine smd you want is marine_ref ( I haven't seen the model but from what Maus says, it sounds like you decompiled the default NS marines, yes? )

    The figure should be standing sorta like this..
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    Well what I did was open my program '3d Exploration' and then I saved the look_idle anim. Went to save as, *.3ds then I opened it with Metaseq and edited the model. I'm looking really hard and I don't know which anim I'm supposed to save.... Help? I only have two modeling programs, Metaseq and 3d Exploration.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Your best bet is to first decompile the model (see modelling 101 for the tools and how to do it), then get an SMD importer for the program you use. I don't know the programs you mentioned really, but you might want to give Milkshape a try as it's perfect for HL modelling, and free for 30 days.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    I just gave it a quick try myself using the default marine and "Molly" from Vampireslayer, and sure enough the skinmeshes stay intact. ( The hands are slightly knackered from where I slimmed down the model and the shoulders and hips need rescaled, but with a bit of careful vertex re-assignment that should be easily fixable..)
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    looks strange.. and i want a helmet
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Course it looks strange, I just bashed it onto the default skeleton in 5 minutes..<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    It was just to reassure myself that the skinmeshes remain intact, and therefore Perfections <i>doesn't</i> need a skinner after all..
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    i think a complete new model. plz not the original model <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    edited July 2003
    Okay I've gotten so far as to decompile the marine after that it gets confusing. I read the 101 by the way, got the modeling for half life doc, but there's way too much in there for me to know what in the hell to do. How do I get the model after decompiling? It's not there anymore -.-; and after I get it how do I model while maintaining the skeleton?
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    looks nice but the only true way to make a model is like with all things; start from the begining.

    if you did that you'd be consistent though-out the model and not some buggy hackjob.

    that being said its a good hackjob, nontheless. (looks nice! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited July 2003
    Okay, forgive me if this is too patronising, but here goes:

    Decompiling a model gives you (1) the textures (2) a whole bunch of .smd files - most of them animation smds, with a couple of reference smds (ie the model itself) and (3) a .qc file, which tells a compiler how to reassemble the model.

    I've not had much luck importing smd files into anything other than Milkshape, so that's the proggy I'm going to explain it with (and if you don't have it, you may as well grab it as, like I said, it's free for 30 days, and then only $20 to register it if you want to keep it).

    For a marine model, your reference smds are marine_ref and marine_jetpack, though you'll only have to edit one of them (you can then simply pop the JP onto it to make the second after you're done). Load it into milkshape - make sure you have both triangles and skeleton checked in the dialog box.

    Now, there's one golden rule here that muct be followed - <b>don't move, rotate, resize, or otherwise mess with the skeleton</b>. Doing so will cause the model to compile <i>very</i> wrongly since the animations won't recognise the skeleton any more. With that in mind, you have a bit of a limitation when it comes to editing the model to make it look more feminine. You'll need to make sure the limbs still fit the shape of the skeleton, which might interfere with plans you have for her legs (I think the model you attached looked more slender).

    However, it should be plain sailing from this point on. All vertices on the marine's body will already be assigned to the skeleton, so the only vertex assignment you need to do is very simple - just the head and the neck, and your skinmesh will be ready-made too. When you've got it all done, simply export it as a reference smd, make sure your textures and .smd files are in the same folder as your qc file, and recompile the model.

    Hopefully I didn't miss out anything important there. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    You've been a great help Maus I finally got the vertices and the skeleton model loaded. Now, regrettably, I have questions about MilkShape <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> (back to the remedial -.-; )

    I changed the projection in one box to 3d and maximized it, but I don't see anyway of scrolling up and down the picture to edit it. Without selecting all of the vertices and moving the marine down, but that I assume is a very bad idea... And after I figure out a way to get the right view I need, how do I import a *.3ds file? That's where I have the marine girl head and this format that MilkShape uses, I noticed, doesn't support anything other than *.ms3d files.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    For the .3ds file, what you want is File > Import > Autodesk 3DS

    However, could you elaborate on the other query? I don't quite understand what you're asking.
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    edited July 2003
    Camera point of view, not angle as in rotating the image on the 3d projection. I'll start over again, to edit the mesh I change the projection to 3d, but when I do this the point where all three axis connect is the bottom of the mesh (at his feet) How do I move that point of view to focus on his head? Should I post pictures to elaborate better?

    OOO OOO OOO I found it! Nevermind! It's frame selection! Now all I have to do is connect the neck and head then find out how to skin her -.-;
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    edited July 2003
    I swear I'm never modeling again -.-;;;;; after finally being able to import a model I made I lined it up with the skeleton the best I could and every time I try to export it to marine_ref.smd it says <b>"Found vertex with invalid bone assignment! Model not exported!"</b>

    I found it sooo difficult to model inside of Milkshape so I made one outside of it, deleted the model in the ms3d, left the skeleton there, then lined the mesh up with the skeleton. It doesn't work that way does it? *squints*

    Here <a href='http://eden.isasecret.com/byrnt/FINALLY.ms3d' target='_blank'>Broken model</a>
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    pictures for those of us who la<i>a</i>azy?







    plz? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Unreal_PantherUnreal_Panther Join Date: 2003-06-07 Member: 17083Members
    *cough* bump *cough* finish it *cough*
  • GRRMetroidGRRMetroid Join Date: 2003-07-03 Member: 17907Members
    Yeah , he is right , plz finish it <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • RyenDeckardRyenDeckard Join Date: 2003-02-16 Member: 13621Members, Constellation
    if you can just skin a new head, you can have it be the black skin for ns ( if you didnt notice, ns has both a white and a black skin for the marine) just have the female replace the black or white skin
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    Actually, if you make this REALLY well, then I think the best thing to be, would be A-replace either. I say black personally, because honestly, more white people play, and if you can just copy the model then remodel it to black, and have both, send it to Flay and see if he likes it, so that he would stick it in 2.0

    PLEASE, DO THIS.

    I WANT 2.0 TO FINISH THIS TOPIC.
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    Does anyone mind downloading this model <a href='http://eden.isasecret.com/byrnt/FINALLY.ms3d' target='_blank'>This model</a> and telling me how to fix the skeleton onto the marine's body? If I could figure that out it would be easy street for me until I got the skinning part.
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    Here's the screenshot of the error and the model in MilkShape. Now if anyone will please tell me how to fix my skeleton error or maybe do it for me? Pretty please!
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    You need to assign the joints some vertices. You don't have anything assigned at all.

    Load the default marine model and observe how the joints are assigned. Try to do the same to your model.
  • ZeroSaberZeroSaber Join Date: 2002-10-18 Member: 1537Members
    Perfection, if you're looking on how to change the view around in the 3D MilkShape view, use the Ctrl key to move it around, and your mousewheel or right-clicking and dragging (drag down to zoom in, drag up to zoom out).
  • Unreal_PantherUnreal_Panther Join Date: 2003-06-07 Member: 17083Members
    hey cant someone just help with the bloody model I mean mates don't get me wrong but I love the fact that perfection should learn but perhapes you should lend a guiding hand... eh?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Assigning vertexes to bones sux!
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