08-14-2019, 10:36 PM
(08-14-2019, 07:06 PM)Bahmo Wrote: So could you or someone please help with both the face and the smoothing? I'm assuming some people have figured these out, as I've seen good renders of these models.
My bad, I'm the opposite case -I just know Blender, and still not deeply (I'm just satisfying my curiosity as a Python developer), and little to nothing about 3DSMax. Weird that the face texture doesn't work, I ripped the textures using this command line tool and at least Kris looks just fine, but I read reports of some textures importing completely blank - now I'm checking another character (Roark) and indeed the image looks empty, however I split the transparency layers and the color data is there,
The correct textures are the ones that end with "co" - in Kris's case, the one named ch0018_00_chris_face_co.
(08-14-2019, 07:06 PM)Bahmo Wrote: That is rather interesting; enough to prompt me to ask, why? Even if normal maps do obfuscate just how chunky these models are (although so far the maps haven't fixed it for my renders), redundant geometry is generally something to be avoided in modeling; particularly in games, wherein computing power must be applied to calculations that are actually necessary. Is there any advantage to not welding all of these concurrent vertices together?
In regards to the model, I took a peek on the Blender plugin code and the vertex redundancy may be just an importer thing - apparently it just generates the mesh creating each polygon without reusing the already imported vertexes. I want to make some tweaks to the plugin and propose them to its creator via merge request, but with an office schedule I've got little time to work on it. Meanwhile, to fix it I removed doubles and then changed the auto smooth angle until it looked fine. If you're going to export to 3DSMax you may prefer a different format though, as .obj loses all the armature data. Could be FBX or DAE.