eri619 Posted June 28, 2015 Posted June 28, 2015 HFS,Holy fuckin shit!! You used HHH it seems.BTW If you need help with any texturing or with any logo's,i'm your man! Quote
Ticaliano Posted June 28, 2015 Posted June 28, 2015 That Sabu looks like a legit facial scan.Tekken wins modding once again. Quote
HBShizzle Posted June 28, 2015 Posted June 28, 2015 Nice Sabu, didn't know your steam name was RLD! Quote
tekken57 Posted June 29, 2015 Author Posted June 29, 2015 HFS,Holy fuckin shit!! You used HHH it seems.BTW If you need help with any texturing or with any logo's,i'm your man!Thanks, I will be in touch if I need help with the attires.Nice Sabu, didn't know your steam name was RLD!Actually it's tkn57. I never apply mods to my steam copy as I'm not sure which mods will result in a ban: Tekken, any chance Scott Hall gets released before you take your break?I've restarted Hall 3 times on different bases but can't seem to get him to the standard as Goldberg. Will try again after my break, quite tired now.Whoah! Sabu! Bad ass. Think you'll do a Bald person to bypass the Hair glitches? Won't be doing any alt attires for Sabu, quite tired now and just want to get these two mods out. As will all my mods, you are welcome to create more attires and release them here, getting rid of the hair is a simple process. Quote
tekken57 Posted June 29, 2015 Author Posted June 29, 2015 That's good to know, it's a pain running two installations of the game. With regards to Sabu, it's the lighting which makes the jaw look more square than it actually is. I'm looking into a way to import the vertex normals into the game from 3dsmax. It could be also be the bones which alter the shape of the mesh. Here's a side by side comparison in 3dsmax of the 2011 model which I've used for reference. The 2011 model is on the left and my mod is on the right: Quote
tekken57 Posted June 29, 2015 Author Posted June 29, 2015 Some big news. I've been looking at the model format again and discovered the vertex normals. Since there was no format which 3dsmax exports these values to, I had to code a script to export the values. Importing the vertex normals makes a big difference and I think it answers the age old question why mods don't always look close their 3dsmax counterparts. It is going to take a lot of work to finish coding the maxscripts and then code the functions into X-Rey.The vertex normals also exist in the xbox 360 models, so the scripts should be backwardly compatible.Here are some comparisons with the new normal values imported, tell me what you guys think. 2 Quote
GameElite™ Posted June 29, 2015 Posted June 29, 2015 Awesome discovery man, great work and thank you very much! 2 Quote
eri619 Posted June 30, 2015 Posted June 30, 2015 I could clearly see a more detailed face,great work man! Quote
WolfgangJT Posted June 30, 2015 Posted June 30, 2015 Definitely helps it. Good work finding that. Quote
eri619 Posted July 1, 2015 Posted July 1, 2015 Some big news. I've been looking at the model format again and discovered the vertex normals. Since there was no format which 3dsmax exports these values to, I had to code a script to export the values. Importing the vertex normals makes a big difference and I think it answers the age old question why mods don't always look close their 3dsmax counterparts. It is going to take a lot of work to finish coding the maxscripts and then code the functions into X-Rey.The vertex normals also exist in the xbox 360 models, so the scripts should be backwardly compatible.Here are some comparisons with the new normal values imported, tell me what you guys think. Blender allows exporting of normals which is a great asset to people who is use blender like i do. Quote
tekken57 Posted July 2, 2015 Author Posted July 2, 2015 (edited) The normals which must be exported are the vertex normals, not the surface normals. Check if blender has that option, I had to write a custom script to do this in 3ds max. Edited July 2, 2015 by tekken57 Quote
eri619 Posted July 2, 2015 Posted July 2, 2015 The normals which must be exported are the vertex normals, not the surface normals. Check if blender has that option, I had to write a custom script to do this in 3ds max.yes it does support the export of vertex normals,http://blenderartists.org/forum/showthread.php?259554https://www.youtube.com/watch?feature=player_embedded&v=FrxWAo5isB0All you need is this python scripthttps://dl.dropbox.com/u/398143/blender/object_transfervertexnorms.py Quote
bugsyboy Posted July 4, 2015 Posted July 4, 2015 Hey Tekken im not sure if you still look at your xbox thread but i need you to send me both Dudleys so i can finish them Quote
tekken57 Posted July 6, 2015 Author Posted July 6, 2015 Created a thread with some handy MaxScripts, some of which will be utilized in the next version of X-Rey: http://smacktalks.org/forums/topic/57378-tekken57s-maxscripts/ Quote
tekken57 Posted July 8, 2015 Author Posted July 8, 2015 This is final now (Thanks to RaieE for the textures). Won't be doing alt attires as the attires are simple palette swaps: 1 Quote
jase7430 Posted July 8, 2015 Posted July 8, 2015 Sabu looks like he was already on the disc and you found a way to unlock him. Truly amazing work and I must have both him and Angle. Quote
tekken57 Posted July 8, 2015 Author Posted July 8, 2015 Gorgeous work, though if you're wanting to make the legs sparkle, bump the Fresnel in the shader params and make a very noise roughness map in the normal's alpha channel.Thanks for the tip. I tried this over the weekend by copying the values and alpha from Natalya's coat but the pants still don't shine. The values I have for the g_fspecfresnel are:00 00 00 0A 00 18 3F 59 99 9A. What should I set this to? Quote
beastedot9 Posted July 8, 2015 Posted July 8, 2015 Awesome work with Sabu. I went through the entrances and nothing really seems to match his real life entrance. Best I could see was r - truths one. Quote
gamingfan Posted July 8, 2015 Posted July 8, 2015 (edited) Sabu is the best PC mod. It look likes real mod. Edited July 8, 2015 by gamingfan Quote
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