1. Post #281

    December 2013
    6 Posts
    So I've basically been trying to import The Giant character models into C4D.
    I first used actor importer x and imported it into 3ds max. I then exported as fbx using the standard 3ds export function.
    I then merge/import the .fbx into c4d. I then use dds converter to convert the dds files into png format. All of the normal maps are in the green/yellow format.

    Here's the original normal map for the head:



    And here's the inverted version:



    When I try render it out in c4d it with ambient occlusion and a light. This is what happens:



    It gets some weird black underlay on the head and the textures on the face are really weird.

    Any help is much appreciated!!

  2. Post #282
    Gold Member
    huntingrifle's Avatar
    January 2009
    2,713 Posts
    Try inverting the yellow channel, then normalizing the texture.

  3. Post #283

    December 2013
    6 Posts
    Try inverting the yellow channel, then normalizing the texture.
    In fact that just made it worse :( What I did was convert to cmyk in photoshop, then inverted just the yellow channel, then replaced the normal in c4d.


  4. Post #284

    April 2016
    64 Posts
    The shadow on him makes him look like a Walking Dead by Telltale Games character.

  5. Post #285

    October 2015
    46 Posts
    So I've basically been trying to import The Giant character models into C4D.
    I first used actor importer x and imported it into 3ds max. I then exported as fbx using the standard 3ds export function.
    I then merge/import the .fbx into c4d. I then use dds converter to convert the dds files into png format. All of the normal maps are in the green/yellow format.

    Here's the original normal map for the head:



    And here's the inverted version:



    When I try render it out in c4d it with ambient occlusion and a light. This is what happens:



    It gets some weird black underlay on the head and the textures on the face are really weird.

    Any help is much appreciated!!
    tick "Evaluate Transparency" under your Ambient Occlusion settings. Your normal maps are fine. Also, with the BO3 normal maps, tick "Flip Y (Green)" under your normal map settings in Cinema. It makes a small difference, but it's how it should be.

  6. Post #286

    March 2015
    2 Posts
    Anyone able to get the viewhands from The Giant?

  7. Post #287

    October 2015
    46 Posts
    Anyone able to get the viewhands from The Giant?
    The rigs are messed up, unusable. ripip

  8. Post #288

    December 2013
    6 Posts
    tick "Evaluate Transparency" under your Ambient Occlusion settings. Your normal maps are fine. Also, with the BO3 normal maps, tick "Flip Y (Green)" under your normal map settings in Cinema. It makes a small difference, but it's how it should be.
    Thanks for your reply but unfortunately it did not work.
    Here's what is happening:
    Color:

    Normal:

    Ambient Occlusion:

  9. Post #289

    October 2015
    46 Posts
    Thanks for your reply but unfortunately it did not work.
    Here's what is happening:
    Color:

    Normal:

    Ambient Occlusion:
    Oh, you don't even have alpha channels applied. Go to the "alpha" section under the hair materials, and put the color map there.

  10. Post #290

    December 2013
    6 Posts
    Oh, you don't even have alpha channels applied. Go to the "alpha" section under the hair materials, and put the color map there.
    You are a legend!! Do I need to apply the coloured texture to the alpha for every part of the model?

  11. Post #291

    October 2015
    46 Posts
    You are a legend!! Do I need to apply the coloured texture to the alpha for every part of the model?
    Only for the materials that have transparency. On Dempsey, it should just be the hair. Also, apply the gloss maps (_g textures) under the "Reflectance" bit.

  12. Post #292

    December 2013
    6 Posts
    Only for the materials that have transparency. On Dempsey, it should just be the hair. Also, apply the gloss maps (_g textures) under the "Reflectance" bit.
    Okay thanks, are the alpha channels indicated by the _ao
    like this: i_c_zom_der_dempsey_upperbody_ao.png
    or should I use the _c ones?

    So where should I put the following:
    _s
    _g
    _l
    _m
    _ao
    _t

  13. Post #293

    October 2015
    46 Posts
    Okay thanks, are the alpha channels indicated by the _ao
    like this: i_c_zom_der_dempsey_upperbody_ao.png
    or should I use the _c ones?

    So where should I put the following:
    _s
    _g
    _l
    _m
    _ao
    _t
    The alpha channels are usually stored in the colormap, so put the _c textures in the color and alpha channels. _ao are occlusion maps, used under "Diffusion." _g is gloss, used under "Reflectance." _s are specular maps, also used under "Reflectance." Make another layer under Reflectance and put the _s there.

  14. Post #294

    December 2013
    6 Posts
    The alpha channels are usually stored in the colormap, so put the _c textures in the color and alpha channels. _ao are occlusion maps, used under "Diffusion." _g is gloss, used under "Reflectance." _s are specular maps, also used under "Reflectance." Make another layer under Reflectance and put the _s there.
    Alright, thanks a bunch!

  15. Post #295

    January 2015
    21 Posts
    Hey GeekComm, could you upload the 48 Dredge (or just the textures I need really, they were missing in the beta files) and if possible the zombie models from the Giant (with gib models)?

    Side note, does anyone know if m0xf has any plans to update his tool to work with DLC maps?

  16. Post #296

    November 2014
    12 Posts
    Hey GeekComm, could you upload the 48 Dredge (or just the textures I need really, they were missing in the beta files) and if possible the zombie models from the Giant (with gib models)?

    Side note, does anyone know if m0xf has any plans to update his tool to work with DLC maps?
    go nuts......
    http://www.mediafire.com/download/qo...7_lmg_ares.zip
    all the models are included
    credit: m0xf Treyarch

  17. Post #297

    September 2011
    428 Posts
    I see a couple of places in the thread where people asked for John Taylor's files but I can't seem to find anywhere the files were provided. Am I missing them? Or can someone post them? I would be very grateful.

  18. Post #298

    June 2016
    5 Posts
    Beta was released in last week, and I rip models from it.



    Download links:

    Characters:
    https://cloud.mail.ru/public/GuxS/zZR8KyZ3V
    Weapons:
    https://cloud.mail.ru/public/N1Af/Ddd1Kcw8x
    Other models:
    https://cloud.mail.ru/public/FJrG/vxQQuGy2u

    All models rigged. Model format: psk (pskx). To import use ActorX Importer.
    Hey Geekcomm/ Who Ever It May Be, I Know You Have Put A lot Of Effort In To This... I Was Wondering If You Could Get Me The Models,Files,And Everything For The Apothican Sword.... Thanks Alot

  19. Post #299

    June 2016
    16 Posts
    Hey Geekcomm/ Who Ever It May Be, I Know You Have Put A lot Of Effort In To This... I Was Wondering If You Could Get Me The Models,Files,And Everything For The Apothican Sword.... Thanks Alot
    He posted download link earlier here with folder called "mesh". It contains models and textures for Sword, so check, if that exists still

  20. Post #300

    June 2016
    5 Posts
    He posted download link earlier here with folder called "mesh". It contains models and textures for Sword, so check, if that exists still
    okay thanks... all I can find is the sword pedestal... not the actual sword... there a soe pack on here with mega link and dropbox.. but I can get them as it says unavailable.. if anyone would upload and post link +1
    oh
    and geekcomm will u upload the combine mp map.... vehicle models.. and the rock models

  21. Post #301

    June 2016
    16 Posts
    okay thanks... all I can find is the sword pedestal... not the actual sword... there a soe pack on here with mega link and dropbox.. but I can get them as it says unavailable.. if anyone would upload and post link +1
    oh
    and geekcomm will u upload the combine mp map.... vehicle models.. and the rock models
    https://www.dropbox.com/s/idqr1orhyf...words.zip?dl=0
    Sword1 = non-upgraded. Sword2 = upgraded. GeekComm's export, so credit him

  22. Post #302

    June 2016
    5 Posts
    https://www.dropbox.com/s/idqr1orhyf...words.zip?dl=0
    Sword1 = non-upgraded. Sword2 = upgraded. GeekComm's export, so credit him
    really thanks a lot.... are these already waw ready or not ?? also can someone get mp map combine rocks and the vehicles

  23. Post #303

    June 2016
    16 Posts
    really thanks a lot.... are these already waw ready or not ?? also can someone get mp map combine rocks and the vehicles
    No, they arent. You need to export them to .xmodel_export files and convert materials. And if you want to use them like in SoE, you need to create xanims, weaponfiles and scripts

  24. Post #304

    June 2016
    5 Posts
    No, they arent. You need to export them to .xmodel_export files and convert materials. And if you want to use them like in SoE, you need to create xanims, weaponfiles and scripts
    okay could u help quick, I want to rig them to tom_bmx's katana but have no Idea how... would u run me through it either on here or skype?... and also I'm not sure what to do with what I'm meant to put in maya or 3ds max... do I put obj in maya or psk in maya or either in 3ds max.... could u help please either on skype... if also I would donate to u if u would take the time to do this for me ... I'm willing to donate up to 25 if u will do this for me thanks!

  25. Post #305

    June 2016
    16 Posts
    okay could u help quick, I want to rig them to tom_bmx's katana but have no Idea how... would u run me through it either on here or skype?... and also I'm not sure what to do with what I'm meant to put in maya or 3ds max... do I put obj in maya or psk in maya or either in 3ds max.... could u help please either on skype... if also I would donate to u if u would take the time to do this for me ... I'm willing to donate up to 25 if u will do this for me thanks!
    Drop .obj file in Maya, drag the rig from Toms Katana, bind meshes to corresponding joints and export. Shouldnt be too hard to figure out, I figured that stuff out in a day, lol. Also, not taking "donations", as Im doing this for a hobby and Im not interested in getting paid for such a small thing. Anywhos, we are taking this off-topic now and m0xf probably doesnt like off-topic discussion in his topic, lol

  26. Post #306

    June 2016
    5 Posts
    Drop .obj file in Maya, drag the rig from Toms Katana, bind meshes to corresponding joints and export. Shouldnt be too hard to figure out, I figured that stuff out in a day, lol. Also, not taking "donations", as Im doing this for a hobby and Im not interested in getting paid for such a small thing. Anywhos, we are taking this off-topic now and m0xf probably doesnt like off-topic discussion in his topic, lol
    I Thank You A Awful Lot! Your So Kind... @m0xf And @Geekcomm Would U Be Able To Get Me The Multiplayer Map Combine RocK Models And Vehicles... Or The Whole Lot Of Combine HAHAHA

  27. Post #307

    October 2013
    29 Posts
    I couldn't see Battery's War machine weapon in OP's links .. Could anyone extract it for me ?

  28. Post #308

    July 2016
    1 Posts
    could someone please get me the vmp model pls it's not in the packs

  29. Post #309

    April 2016
    436 Posts
    I'm currently researching animations from this game. Work in progress.

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  30. Post #310

    October 2015
    46 Posts
    I'm currently researching animations from this game. Work in progress.

    You're a goddamn hero, sir

  31. Post #311

    April 2016
    436 Posts
    Animation research complete. Characters can be pulled from the newest updated game with all stuff and animations. Tools will be made by other people later.

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  32. Post #312

    October 2013
    29 Posts
    Animation research complete. Characters can be pulled from the newest updated game with all stuff and animations. Tools will be made by other people later.

    Awesome work !

  33. Post #313

    June 2016
    17 Posts
    Tools for Black Ops 3 are now available in beta: http://aviacreations.com/modme/forum/topic.php?tid=69

  34. Post #314
    E3245's Avatar
    January 2012
    1,035 Posts
    Does anyone know if there's a t-pose animation for any of the CODs? I think that'll make it easier to rig to other games.

  35. Post #315

    January 2015
    104 Posts
    Tool works perfectly.

    FFAR:


    (WIP) Marshal 16:
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  36. Post #316

    January 2015
    104 Posts
    Any ideas what is this?

    IMAGE

  37. Post #317

    October 2013
    29 Posts
    Does that mean we can finally get proper textures for specialist characters ?

  38. Post #318

    April 2016
    64 Posts
    Does that mean we can finally get proper textures for specialist characters ?
    I guess so... I have (but i havent checked the textures) firebreaks helmets from black market variations exported. I'll get back to you all on what they look like.

  39. Post #319

    October 2013
    29 Posts
    I guess so... I have (but i havent checked the textures) firebreaks helmets from black market variations exported. I'll get back to you all on what they look like.
    Awesome man , cheers !

  40. Post #320

    June 2016
    24 Posts
    Any ideas what is this?

    IMAGE
    Can you please provide some steps for importing the models and materials to Blender? I am looking for weapon models. Say for example if I wan the mesh and textures for 'Sheiva' assault rifele, how should I go about it? Which xpack contains weapons models? Also the exported files are in .rawmesh format (even if I choose obj as an option)

    Edited:

    Any ideas what is this?

    IMAGE
    Really can't figure out which one it is (at least from multi player)? Is it a campaign weapon model?

    Ignore me...best way is to Load up the game and then run the tool :-)