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amazing-maze

I finally started Modding......questions

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First off this is for 2k16 xpacker & x-ray. This is a test to start since I already had this programs 

Ok I finally sat down and took the time to try modding. I started with a boker T face, arms, and chest model. I'm trying to create Paul Orndorff. So far everything seems to be ok. After trail and error I'm happy to say I think I'm ok with the modeling part. Questions??

1. As you can see that I'm using the booker T model to make this. How do I get rid of the arm bands & gloves? And can I add risk bands from other wrestlers?

2. Hair??? Can I use hair from other models to place onto this model??? Is it difficult?

I'm going to try to add texture skin onto the model in a program called MARI because to me its easier. I'm finding it hard to do because UV's don't match somehow. Its weird.....but I'm going to find a work around hopefully

 

Thanks so much

0FPmF2t.jpg

http://imgur.com/0FPmF2t

 

dwTJ8t3.jpg

http://imgur.com/dwTJ8t3

 

 

 

 

Edited by amazing-maze

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1 hour ago, amazing-maze said:

1. As you can see that I'm using the booker T model to make this. How do I get rid of the arm bands & gloves? And can I add risk bands from other wrestlers?

Use Anatomizer find the object number of the arm bands and gloves move them down to the bottom and subtract the number of objects you moved down (i.e. you move down 2 objects and there are 25 you set the rendered objects to 23 etc.)
 

 

1 hour ago, amazing-maze said:

2. Hair??? Can I use hair from other models to place onto this model??? Is it difficult?

It's not dfficult at all just get the 2715.yobj(or .zlib you'll need to uncompress it I recommend using PacEditor rather than X-Packer but it shouldn't be hard in X-Packer) once you hve that file open it in X-Rey and export both objects import them into a 3d modelling program with your Booker T model and re-position the head to fit T's model.

P.S - When you edit Booker T's face disable facial animations (since you are using 2016 I don't think you can make your own anims)

Side-Note : I'd recommend that if you just started modding not to go into full character modifications yet and do some attire stuff it can get really tedious at times.

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OK

1, "P.S - When you edit Booker T's face disable facial animations (since you are using 2016 I don't think you can make your own anims)"

Ok at the top of the X-ray options, in utilities, it has a scroll down option to Remove facial animations 2k16. Is this what I use???

 

2. Anatomizer

Ok I will look into that.....

 

Thanks so much 

 

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Looks good so far. Also adding face animations should work fine in 2k16.

Edited by bravebird31

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Guys I'm using IMGUR for uploading these pictures. But every time I come back here the pictures are all messed up again. Photobucket is down......I'm getting tired of this. 

 

@Brave

Thanks for response 

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I use Snaggy, but there are other alternatives such as tinypic.

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5 hours ago, amazing-maze said:

Guys I'm using IMGUR for uploading these pictures. But every time I come back here the pictures are all messed up again. Photobucket is down......I'm getting tired of this. 

 

@Brave

Thanks for response 

Brother i will say you a best way.do you have facebook upload pictures to them and then paste the link.this method will never go down

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DAMIT!!!!....Ok so towards the end where we add the textures to X-Packer file. For some reason its telling me that my texture file "MUST BE the same size as the original"...I don't get it, I copied and paste over the original texture. 

 

Ch59rZv.jpg

http://imgur.com/Ch59rZv

 

ACG9U58.jpg

http://imgur.com/ACG9U58

 

Edited by amazing-maze

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Did you save the texture file with the right dds format? 

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4 minutes ago, GameElite™ said:

Did you save the texture file with the right dds format? 

Oh god I hope so....If not, is there a way to fix this? I was following a tutorial where this guy was speaking so fast......

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Reopen the dds file again and save it again with these settings:

textures.jpg

1. Diffuse textures.

2. Normal textures.

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1 hour ago, GameElite™ said:

Reopen the dds file again and save it again with these settings:

textures.jpg

1. Diffuse textures.

2. Normal textures.

Thanks will try. Thank again

EDIT:

ITS WORKS.....

Edited by amazing-maze

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lol Well it was a good try guys. I'm happy that I got this far. Not sure what happened but what I wanted to do was to see how his face would look in the game. So that's all I put into the texture file, was just the face. But when I saw him in the game, well he looked a bit DEAD. Like a zombie lol....

Not sure what went wrong. Can someone explain why my guy looks like a zombie in game lol...Thanks so much for all the help 

Here's how it looked 

out game

http://imgur.com/GKyr3E8

GKyr3E8.jpg

http://imgur.com/HuRz88x

HuRz88x.jpg

 

http://imgur.com/WW6Y2mh

WW6Y2mh.jpg

Edited by amazing-maze

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...Oh I know how to fix that Amazing- Maze

 

 

Edited by bravebird31

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I never used 3D studio max. I think I'm doing everything right from your tutorial "How to import/export models in Zbrush".....but dude I got lost a bit when adding the "import but change the setting to "import as a single mesh"".

 

Do you make video tutorials brave? I'm willing to even pay you to make one. Can you somehow make a quick video showing this process. I'm desperate man

Or any help would be great. I will keep trying though

Thanks 

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Ok I think I exported the chest, arms & head the wrong way in Zbrush. Because if you look at my in game model, those symbols on the body looks like texture mappings. When I exported the body parts I had texture turned on. Maybe turning it off will help. 

Another try and as you can see the only areas showing the symbols are the chest, arms & head. 

http://imgur.com/dYfFQlF

dYfFQlF.jpg

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9 minutes ago, amazing-maze said:

lol wrong again....something to do with the model creation from zbrush 

http://imgur.com/H0X9iHP

H0X9iHP.jpg

Brother.go to tekken sir profile.he gave a good tutorial on sculpting and texture directly from z brush,3ds max to wwe 2k16 or 2k17 it's your wish brother

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Zbrush screws up the channel info in each of the objects (head, arms, legs, etc.). To fix it you have to copy and paste the channel info of the unedited model into the modded model. That fixes the texture issues. 

To import via 3ds max: 

click the 3ds max button on the upper right hand side

click the import button

on the upper right hand side click only the "import as a single mesh" and click import 

 

15283498172_d81f734ab9_c.jpg

15097330258_a029865e56_c.jpg

15097329437_f0cea30e49_c.jpg

Edited by bravebird31

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8 minutes ago, bravebird31 said:

Zbrush screws up the channel info in each of the objects (head, arms, legs, etc.). To fix it you have to copy and paste the channel info of the unedited model into the modded model. That fixes the texture issues. 

To import via 3ds max: 

click the 3ds max button on the upper right hand side

click the import button

on the upper right hand side click only the "import as a single mesh" and click import 

 

lol what a day. 

Brave this is what I got from your tutorial so far

http://imgur.com/VBiKLhR

VBiKLhR.jpg

 

 

Zbrush screws up the channel info in each of the objects (head, arms, legs, etc.). To fix it you have to copy and paste the channel info of the unedited model into the modded model. That fixes the texture issues

Wait can this copy and paste be done in Zbrush? Is this what your telling me? 

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Oops I forgot to mention 

under the "names, faces, etc." header select the "none" button then click each of the unchecked buttons one by one then import so that each one will be a separate single mesh. (Example click object 1 then import, repeat with other objects until the entire body is imported).  

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6 minutes ago, bravebird31 said:

Oops I forgot to mention 

under the "names, faces, etc." header select the "none" button then click each of the unchecked buttons one by one then import so that each one will be a separate single mesh. (Example click object 1 then import, repeat with other objects until the entire body is imported).  

Brave can I ask you. How do you copy and paste channel information in Zbush. Is this possible...........lol this will be my last question

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No you can't do it in Zbrush. It must be done in 3ds max. 

 

Edit: I just added some old tutorial images from the older tutorial.

Edited by bravebird31

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