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PS2 model side combining help!
#1
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Recently, I had ripped two sides of Janus Cascade's human model from Wild Arms 3, but I don't know how to combine the two sides in 3ds max. Can I please have help?
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#2
(05-14-2013, 03:30 PM)SmashFan127 Wrote: Recently, I had ripped two sides of Janus Cascade's human model from Wild Arms 3, but I don't know how to combine the two sides in 3ds max. Can I please have help?
Pics?
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#3
(05-15-2013, 03:13 AM)thegameexplorer Wrote:
(05-14-2013, 03:30 PM)SmashFan127 Wrote: Recently, I had ripped two sides of Janus Cascade's human model from Wild Arms 3, but I don't know how to combine the two sides in 3ds max. Can I please have help?
Pics?

[Image: janusmodelfront_zps2be0d143.png]
[Image: janusmodelback_zps72e8f01b.png]
There ya go.
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#4
generally u combine 2 sides of the same model (with same pose) when u your model doesn't have one of the x,y,z dimensions. In this case u have a 3d model that simply need to be fixed a bit. It seems a problem of normals.
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#5
I'm lost. Does this mean I have to make a request?
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#6
try unifying the normals with the normal modifier
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#7
I think wild arms 3 has back face culling http://www.spriters-resource.com/communi...?tid=20541. I'm guess this means that you have taken a front and back view of the model and you want to combine them int a single solid model. You could try the following but it's probably going to be a lot of work.

First fix both sides of the model. Enter the modifier panel, expand "Editable mesh" and select "Vertex". Use ctrl+a to select all vertices. Now scroll down to find the "Edit geometry" group and find the weld section. Enter a small number next to the "Selected" button then click the selected button. Apply the normal modifier and use "Unify normals" as mentioned above.

Now overlap the two models and select one of the models. Enter face mode and delete duplicate faces until the model looks like it can be joined together. Maybe apply different materials to each model so you can see the difference between the sides. Select the editable mesh modifier again and find the "Edit Geometry" tab, then click the "Attach button" and click the other mesh.

You now need to connect the vertexes. Enter vertex edit mode and go back down to the weld section. You could use target mode and connect them by dragging one vertex over another. You could select all the edge verts and use selected weld if they're nearby. I think the easiest way would be to set the value next to the selected button to a high value then select each of the two verts you want to weld by holding down ctrl and clicking them. Then click the "selected" button.

I've heard about programs that automate combining a model from multiple directions but I've never used one.
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#8
(05-21-2013, 01:06 AM)Null Pointer Wrote: I think wild arms 3 has back face culling http://www.spriters-resource.com/communi...?tid=20541. I'm guess this means that you have taken a front and back view of the model and you want to combine them int a single solid model. You could try the following but it's probably going to be a lot of work.

First fix both sides of the model. Enter the modifier panel, expand "Editable mesh" and select "Vertex". Use ctrl+a to select all vertices. Now scroll down to find the "Edit geometry" group and find the weld section. Enter a small number next to the "Selected" button then click the selected button. Apply the normal modifier and use "Unify normals" as mentioned above.

Now overlap the two models and select one of the models. Enter face mode and delete duplicate faces until the model looks like it can be joined together. Maybe apply different materials to each model so you can see the difference between the sides. Select the editable mesh modifier again and find the "Edit Geometry" tab, then click the "Attach button" and click the other mesh.

You now need to connect the vertexes. Enter vertex edit mode and go back down to the weld section. You could use target mode and connect them by dragging one vertex over another. You could select all the edge verts and use selected weld if they're nearby. I think the easiest way would be to set the value next to the selected button to a high value then select each of the two verts you want to weld by holding down ctrl and clicking them. Then click the "selected" button.

I've heard about programs that automate combining a model from multiple directions but I've never used one.

So I won't get a video tutorial on how to do this, right?
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#9
Maybe someone can figure out how to get the models from memory using the quick BMS script here? I tried but I couldn't get it to rip anything.
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#10
(05-21-2013, 08:15 PM)Roxas358 Wrote: Maybe someone can figure out how to get the models from memory using the quick BMS script here? I tried but I couldn't get it to rip anything.

Um, I tried, but I can't separate the objects to make the model.
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#11
(05-21-2013, 08:45 PM)SmashFan127 Wrote: Um, I tried, but I can't separate the objects to make the model.

If you still have the file and can upload it, I'll see what I can do. But It's likely the model wont have UV's.
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#12
(05-21-2013, 08:58 PM)Roxas358 Wrote:
(05-21-2013, 08:45 PM)SmashFan127 Wrote: Um, I tried, but I can't separate the objects to make the model.

If you still have the file and can upload it, I'll see what I can do. But It's likely the model wont have UV's.

Well....

Mediafire

Here ya go.
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#13
I see what you mean. I was only able to separate the head, Gun and Watch. I don't know if you care about these but here's the link.

https://docs.google.com/file/d/0B8PW-LpZ...sp=sharing
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#14
(05-21-2013, 09:39 PM)Roxas358 Wrote: I see what you mean. I was only able to separate the head, Gun and Watch. I don't know if you care about these but here's the link.

https://docs.google.com/file/d/0B8PW-LpZ...sp=sharing

Quick question: How are you able to separate?
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#15
In Blender you're able to separate by going into edit mode, selecting everything (Ctrl+A) and pressing P and in the menu choose "by loose parts". However I also used the remove doubles tool because otherwise you will get many pieces. You would want to remove doubles before separating everything by loose parts.
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