So I now finally create my own sketchbook.
I'm currently modding Disco Elysium and therefore I'm creating a few custom models. (character + pants + shoes)
I use this to get going with modding unity games. For my own pleasure and because I want to make
DwarfMines also mod friendly.
I also use it to test Marvelous Designer 9 retopo tools
I got around to get a clean highpoly out of it which I can now start sculpting.
But I guess the next MD release will come with some new retopo features bc it's currently really basic and doesn't live up to the quality of the rest of the software.
The process was:
- build garment in MD
- build basic retopo in MD
- save (!)
- rise garment resolution
- simulate
- export high res garment
- up divisions of retopo
- export retopo
- close MD _without_ saving (as currently it's not possible to return to lower retopo-subdivisions and it's impossible to effectively work with the high-res retopo we exported)
- import both into blender
- split by relevant section (like belt loops, pockets, etc.)
- weld open edges of retopo (if done properly in MD a simple weld modifier usually does 95% of the job)
- subdivide retopo (simple mode)
- shrink-wrap retopo to highpoly (closest point)
Replies
I'm also using comparable specs with respect to the original game files
body 1024er
trousers 512er
boots 256er
As you might know: the game view shows the models from iso-like top-down.. So the shot in the upper right should simulate this view angle a bit (now as I look at it it should be a bit less steep I guess)
I wrote some unity custom tools to build a mapping layout to map my incoming bone indices to the ones from the original models.
The rest is done via UtinyRipper for extracting the complete assets content and Unity Assets Bundle Extractor for replacing the files within the original pack file with the new ones
Considering that polycount was born from custom models there are faaaaar too little posted these days
The game doesn't utilizes specular or roughness maps as far as I can tell, so my assets are a bit.. "over dressed"
But the important part is that it's possible to mod models of ANY unity game made with an engine version which outputs the .assets archives
I mean.. imagine the possibilities!!
I wrote in my games-to-mod.txt file:
STREET FIGHTER !!!
Well.. it took a few years but now I'm in!
No specific character except my own
Just doodling around a bit
Btw: Who came up with this incredibly annoying default pose? Last time I saw this was Jedi Knight Outcast and I still don't understand why this should be necessary... I guess an animator or programmer came up with it.
On that topic I'd highly suggest figuring out the export/modding aspect as early as possible, as opposed to being tempted to work on the art side of a model for weeks on end. Otherwise one runs the risk of being stuck by very annoying technical roadblocks later on and potentially having to redo things, which is always frustrating.
Cool then I'm glad I skipped IV
And I've done the technical stuff already. Just as you said I usually do this first.
But I had - or better - still have a stupid issue with the fbx export from blender to unreal 4: https://developer.blender.org/T47043
Exporting via max does work perfectly though..
How have you done it?
Ok but thx anyway! I'll find a way to get from blender to unreal for sure. Maybe I can get rid of the issue if I import the original bones in a different way to blender. Atm I'm using a psk importer script. This might screw something up...
And it wouldn't be modding if not at least one stupid problem exists
Cheers!
Can't wait to see what you end up doing
Nice stuff above that post (Disco Elysium). Thanks for stopping by have a bump.
So I'm now jumping around in time a bit. I did this model at the end of 2018 but never really manage to show it. Recently I started to fiddle with it a bit again and thought this is a good time to show a preview. I have removed all colors for the preview.
This is a early test for the scene I want to do
Made it initially with max but have moved everything over to blender now
This was the base mesh I had posted in the WIP back then
@Tits : you probably know this default pose too.. great game!
Was a lot of work actually to bring it onto the console (even with some great tutorials and mod tools around)
I first tested it on an emulator until I was sure it would work. Then I hunted for a switch with a serial indicating that it was able to run custom firmware, bought BOTW and then it was just a matter of injecting the modded files via SD card.
Not yet beaten BOTW and it's still amazing to see this on a handheld console whenever I continue playing.
Goal should be to have a full set of clothing, including a shirt, glasses and a hat.
Atm it's all about lazy experiments with the new brushes in SP, learning more tricks in MD and bits of lights and Eevee in Blender
Also he has a hat now - though not yet sure where this will end up
And I spotted the biceps was too short in the last update and fixed it since..
This is interesting and makes sense.. Though they show up for me at least.. Guess I have to eventually get an ssl cert for my page
Thx for letting me know.. !!
Currently I'm testing this skinning-by-proxy thing with blender as skinning the asymmetric coat is really annoying.
Though it really works nicely with the "DataTransfer" modifier and "Project Face Interpolated" vertex group capture.
And bc it's boring for pics I'm testing with colors and lights a bit. (Probably this pic will also not show up for all but I'll see what I can do)
Ok and I'm able to recreate the issue with edge and chrome - firefox and vivaldi work
Thx again, I really didn't know
Guess I now have to learn how to make hair in blender
Still doing some texture tweaks here and there.
And I have to fix the skinning for the coat and the leather strap hanging on the hips.
And some progress on the service gun
cheers.. actually no. It's one segment that is duplicated, welded and subdivided with a modifier stack
So I'm bit unsteadily working on stuff.
New game new funky ref pose.. Who knows which one it is??
Atm I'm working on the textures and skinning and polishing bits of the high poly.
This time I added my own ref pose to the range-of-motion animation bc I just want some good old artsy ref-pose please!
ps: I'm now a huge fan of marvelous (top-)stitches tool. Export as mesh, bake id map and you got a sweet mask for coloring etc.
Just recently I realised that it is now possible to mod Jedi: Fallen Order.
Just had to drop everything and start working on some character mod:
Basic concept of what I have in mind. Though I will have to see how these forms hold true in 3D and conform to the rig.
And beware some funky perspectives .. 😬
Disclaimer: I'm completely randomly posting pics to various projects I'm working on atm. I really have to post some pics of the above chars in their games.. :0
Anyways.. I heard it's possible to mod Spider-Man Remastered.. so guess what:
I managed to create some beauty shots for one of the models I did last year.
More images can be found on https://www.artstation.com/artwork/VJ2e8N