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Tommyboy's Mesh Release Thread V3.0

Started by tommyboy, January 24, 2009, 01:28:25 PM

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tommyboy

Thanks US.
Again, not an original idea on my part to tweak the mapping on the chest, but it does seem to work quite well.
I took that new chest mapping into Silk_Spectre, (though she doesnt really need it), and its one more reason I want to make it my new standard.
I plan to make other versions of other supergirls, so having the emblem look right was important to me.

tommyboy

Released, Silk_Spectre_tf 2-pack;


A bit of a compromise and a failure, really.
The two meshes are:
on the left, "character.nif" is an exported for FF mesh where the translucent parts are linked to bips so they work correctly in FF. Because they are linked, there is some clipping during motion, and there was no way I could think of to do the skirt except the one I chose, which is far from perfect. If used in FFv3R, these linked parts will likely "bob", that is, move independently of the main mesh.
On the right, "character_ffv3R.nif" is also an exported for FF mesh, but here the translucent parts are physiqued to the body, so they move better, and there is less clipping, and the skirt looks much better. The downside to physiquing is that (on my system at least, and I suspect most other peoples) in FF the physiqued parts (her blouse and skirt) will show as opaque not translucent. In FFv3r, this version should work properly.
N.B. Despite it's name, the character_ffv3r.nif" is NOT exported with the FFv3R exporters, it is an FF mesh that will work in either game, albeit in FF the translucent parts will likely be opaque.

The keyframes included are the Beyonders female_basic1 set, but both meshes should work with most female_basic and female_cape compatible keyframes.

Available now, here:
http://tommyboymeshes.freedomforceforever.com/DC%20meshes%20S.html

detourne_me

Stunning work Tom!
I really love the physiqued version (not even gonna try loading up the linked one :D )
Thank you for these immaculate Watchmen meshes

Tomato

#213
Hey Tommy, would you mind making a quickie tutorial or somesuch on how you physique one mesh to another? Because I suspect that's what Renegade does, and I've never been able to figure it out(and I have a few meshes I've never finished because of it.)

As far as the alphas... eh, I wouldn't obsess too much. As I see it, you've done more then anyone can expect dealing with the issue anyway

Outcast

I think the physiqued version is a better match to the reference pic you showed before. Although, i'd say the linked version's dress has a more realistic touch to it. Good job on both them.  :cool:

tommyboy

#215
Quote from: Tomato on March 25, 2009, 03:52:52 PM
Hey Tommy, would you mind making a quickie tutorial or somesuch on how you physique one mesh to another? Because I suspect that's what Renegade does, and I've never been able to figure it out(and I have a few meshes I've never finished because of it.)

As far as the alphas... eh, I wouldn't obsess too much. As I see it, you've done more then anyone can expect dealing with the issue anyway

Very quickly, what I do is first select a Bip, then go to the "motion" tab and click the "figure mode" button, to make sure the mesh is in the default pose.
Now, lets say we wanted to make an aura round our man (or woman).
We select the geometry of the mesh (lets say its male_basic, for the sake of argument).
Go up to "edit" and select "clone". Rename the clone to "aura" or whatever you want, really. then delete the physiquing if it already has any, in the stack in the "modify" tab.
Make any changes to the geometry of "aura" (maybe expand it on all axes, then shrink down height, and tweak to fit, or do it slowly and methodically shifting one vertex at a time.), till you have a mesh bigger than the male_basic it was cloned from.
Alternately, just "merge" or import or make the geometry you want. Cloning and editing the clone usually makes for a better "fit" though.
Now, ensure that Bip01 is not hidden, and that the mesh is in the "figure mode", and select the "aura" once more.
Go to the "modifiy" tab and in the rollout add the "physique" modifier (in mine its in the "unassigned modifiers" section near the very bottom).Now, with the physique modifier highlighted (ie click once on "physique" in the stack), look further down the rollout till you get to "attach to node" (a little man icon). Click this,so its yellow, and then in wireframe view click on Bip01.
In the "physique initialization" panel, pick vertex link assignment; "rigid" and blending between links; "no blending". Leave everything else as it is. Click on "initialize".
The "aura" is now physiqued to the biped. If you exit "figure mode" so the mesh can move, you'll see it probably looks horrible, with unassigned vertexes, and other assigned to the wrong bips.
Go back to "physique" in the modifier stack and click on the + so you can see "evlelope" "link" "bulge" etc. In that list highlight "vertex".
In "vertex operations" click "select", select a vertex, or a bunch, then click "assign to link". Before doing anything else click the green middle one in vertex types (rigid vertexes) and "no blending". Now by clicking on a link you can assign the vertexes you selected to that link.
You can also assign vertexes to more than one link for a smoother look, and by "locking" the assignments then have access to "type in weights" for even yet still more smoother blending.
That's it, really.
Oh, and dont forget to assign the "aura" a different material from the basic mesh, and to lower its alpha value to make it see through. Blinn seems to work well for see through stuff, but for me any physiqued see through stuff only works in v3r.

Hope it helps a bit. If you have specifics, feel free to ask them. If I can help, I'll try to.

tommyboy

And a quicky update, Nite_Owl_modern_tf


The slightly heftier Dan Dreiberg post retirement. A slightly better skin than the other version, and changed the mapping on the collar so it can be skinned properly, but not too many big changes from the earlier version.
Available here:
http://tommyboymeshes.freedomforceforever.com/DC%20meshes%20N-O.html

Carravaggio

male_slightly_chubby? Male_lovehandles? Whatever you call it, I call it awesome. I can use this.

Podmark

That could be very useful. These Watchmen are great. Will you be doing a Dr. Manhattan - an accurate Dr. Manhattan?  :blink:
Get my skins at:
HeroForce
my Google page

tommyboy

Quote from: Podmark on March 26, 2009, 02:53:48 AM
That could be very useful. These Watchmen are great. Will you be doing a Dr. Manhattan - an accurate Dr. Manhattan?  :blink:

Honestly?
Dunno.
The completist part of me wants to, but it would breach forum rules to post it here, so it may just be "that" version is a hidden hexxable extra, and the "briefs" version is the standard.

BentonGrey

Haha, you just have to ask yourself the question....do you really want to model Dr. Manhattan's bits and pieces?  Anyway, a chubby Nite-Owl....how cool is that!?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

doctorchallenger

Gives a whole new meaning to scaling verticies.

Jakew


Podmark

Quote from: tommyboy on March 26, 2009, 10:25:46 AM
Quote from: Podmark on March 26, 2009, 02:53:48 AM
That could be very useful. These Watchmen are great. Will you be doing a Dr. Manhattan - an accurate Dr. Manhattan?  :blink:

Honestly?
Dunno.
The completist part of me wants to, but it would breach forum rules to post it here, so it may just be "that" version is a hidden hexxable extra, and the "briefs" version is the standard.

I'm not even really sure I'd want a nude Doc Manhattan. But I had to ask, I'm a bit of a completist too.
Get my skins at:
HeroForce
my Google page

Gremlin

Quote from: Podmark on March 27, 2009, 02:31:44 AM
Quote from: tommyboy on March 26, 2009, 10:25:46 AM
Quote from: Podmark on March 26, 2009, 02:53:48 AM
That could be very useful. These Watchmen are great. Will you be doing a Dr. Manhattan - an accurate Dr. Manhattan?  :blink:

Honestly?
Dunno.
The completist part of me wants to, but it would breach forum rules to post it here, so it may just be "that" version is a hidden hexxable extra, and the "briefs" version is the standard.

I'm not even really sure I'd want a nude Doc Manhattan. But I had to ask, I'm a bit of a completist too.

I vote for doing it. Just for the heck of it.

Tomato

I wouldn't mind seeing a Doc Manhattan, even without the extra bits included. A bit of facial manipulation (like what's already been done with your previous Watchmen meshes) maybe some new animations, etc. You don't need to do extra stuff just to create one character.

tommyboy


deano_ue


GogglesPizanno


Carravaggio

Very interested in the keyframes for this mesh...Looking good so far Tommy, I think I might actually skin this character, thinking of some cool ways to use reflects and glows to show his energy signature.

tommyboy

Quote from: Carravaggio on March 27, 2009, 11:39:32 PM
Very interested in the keyframes for this mesh...Looking good so far Tommy, I think I might actually skin this character, thinking of some cool ways to use reflects and glows to show his energy signature.

So far I'm using Grenadiers High Evolutionary keyframes. I may tweak those a bit, and/or add in some custom animations.
As far as "giant Dr Manhattan" goes, I am inclined towards people using the "Giant" keyframes already out there and shapeshifter in FFX.
If people have requests or suggestions for Dr Manhattan keyframes, now is the time to sing out.

Figure Fan

I think there's one part you forgot to mesh.. ;)

Tomato

One animation you could do is a ranged with Dr. M growing to his Giant size, and pointing at the target below with his right index finger (he does this in the movie to decimate the Viatnamese).

Gremlin

Quote from: Figure Fan on March 28, 2009, 02:02:13 AM
I think there's one part you forgot to mesh.. ;)

I think he said he was going to make that hexable, but he can't really show that on FR...

doctorchallenger


Carravaggio

Keyframes?
How about a lotus seated hover animation (like he does on mars when he summons his clockwork citadel)
lots of pointing/waving animations, some alchemist mixed with some mentor and maybe some closed mouth doc strange.
An alternate idle that is the hover you have animated above would be great, along with fly and hover using the same animation, meaning that if you load the good doctor up with a lot of ranged/direct attacks he should never have to set down on terra firma.
Any chance he could have an alternate run that is the same hover again, that flies over stuff ala Green Genie?
I know I'm throwing a lot of ideas out there, but they are just that, ideas. I'm not sure how much of this is feasible anyway.

tommyboy

Quote from: Carravaggio on March 28, 2009, 09:55:17 PM
Keyframes?
How about a lotus seated hover animation (like he does on mars when he summons his clockwork citadel)
lots of pointing/waving animations, some alchemist mixed with some mentor and maybe some closed mouth doc strange.
An alternate idle that is the hover you have animated above would be great, along with fly and hover using the same animation, meaning that if you load the good doctor up with a lot of ranged/direct attacks he should never have to set down on terra firma.
Any chance he could have an alternate run that is the same hover again, that flies over stuff ala Green Genie?
I know I'm throwing a lot of ideas out there, but they are just that, ideas. I'm not sure how much of this is feasible anyway.


That all makes sense.
At least some of those suggestions will be in the keyframes.

tommyboy

Meanwhile....
8-Ball_tf:


With Bonus skin by Blobula! (on right of pic)
Available here:
http://tommyboymeshes.freedomforceforever.com/Marvel%20meshes%20E.html

laughing paradox

Fantastic looking mesh. I dig that he's got a cue stick.. definitely going to be getting this!

Blkcasanova247

Great job as always Tommy. Maybe a couple of those keyframes from "Time Master" would work as well for Dr. Manhattan?
I can't help it that I look so good baby! I'm just a love machine!