Re: Dead or Alive series formats and tools
Posted: Sun Aug 25, 2013 3:22 am
Just to know, What version of max you're using?kasake wrote:I'll look into Unity, thanks.b0ny wrote:seems like importing models from blender to 3dmax is not a good idea for now. but maybe you could use some other program to transfer the model - unity or something. afaik unity has great compatibility with both 3dmax and blender(it can load blend files), so a better idea is to find a way to import the model from blender to unity then from unity to 3dmax.
but of course using an importing plugin for 3dmax(or maya) is much better, coz 3dmax is directx compatible, and game models mostly are directx things(tmc models are). blender don't use normals/tangents/binormals/... that are very important for how the model will look in the end.
Holy moly that is one length process. I'll look forward to your tutorial!Darko wrote:I use blender to get the models, save the file in the location I want (normally I create a folder with the same name of the character and the number of the costume) and extract the textures there. After that I export the model in fbx (bones and weights) and obj (materials) scalling both of them to 100, reconvert them with noesis to the same formats in order to eliminate any compatibility issue in max (I use max 2008), and the last step is to import fist the fbx file (changing 1 to cm's), rotate it and export it to smd. The same thing with the obj model, just assigning textures, join the meshes in one editable mesh and weld it by 0.001, export it to smd and I use riggomatic to transfer vertex weights and I get a rigged clean model with materials. If someone needs riggomatic by magnum, you can download an exe version from my skydrive:
https://skydrive.live.com/#cid=FFBE4E57 ... 49FCBE!177
If the model has an issue (ie hitomi cheer leader) or you have problems with some characters hair, I use a model exported with chrox noesis plugin.
It's something similar to the tutorial I posted in the NG3RE thread:
I'm doing a tutorial tomorrow detailing the process to get models correctly in 3ds max.