Search found 44 matches

by FigureSculptor
Mon Mar 31, 2014 9:55 pm
Forum: Game Model Recaps
Topic: The Void
Replies: 14
Views: 11524

Re: The Void

So awesome, Rexil. Thanks in advance. May I ask how you're extracting them? Are you using something like Ninja Ripper, or has somebody actually written an extractor for IcePick's files? Ninja Ripper :) Wow, then double-thank you for the extra effort. I was going to do this at one point, but I had u...
by FigureSculptor
Mon Mar 31, 2014 9:54 pm
Forum: Game Model Recaps
Topic: The Void
Replies: 14
Views: 11524

Re: The Void

so what's the game like? any good or is it one of those it's so bad it's good type of game :D ? It's well it's hard to explain. I didn't have much patience for the game myself, but some people love it. Kind of a polarizing game. If you like slow-paced puzzle games, it might be right up your a...
by FigureSculptor
Mon Mar 31, 2014 8:10 pm
Forum: Game Model Recaps
Topic: The Void
Replies: 14
Views: 11524

Re: The Void

So awesome, Rexil. Thanks in advance.

May I ask how you're extracting them? Are you using something like Ninja Ripper, or has somebody actually written an extractor for IcePick's files?
by FigureSculptor
Fri Nov 08, 2013 8:18 pm
Forum: Releases
Topic: Updated XNALara .mesh.ascii importer for Blender 2.69
Replies: 3
Views: 7374

Re: Updated XNALara .mesh.ascii importer for Blender 2.69

Do you have any plans to write an exporter script as well? :) (I know we already have one for the old Blender versions, which works very well, but just wondering. xD) Sorry to say, I don't have any plans to write an exporter. I know we could use a good exporter for 2.6x. I'm at a point where even l...
by FigureSculptor
Fri Nov 08, 2013 1:27 pm
Forum: Releases
Topic: Updated XNALara .mesh.ascii importer for Blender 2.69
Replies: 3
Views: 7374

Updated XNALara .mesh.ascii importer for Blender 2.69

I got a couple PMs from people letting me know that my import script had been broken by one of the last few Blender updates (or possibly by one of my updates to the script), and the bone hierarchy wasn't coming in properly. I found a little time today to debug and update the script. You can find the...
by FigureSculptor
Sat Sep 28, 2013 3:58 pm
Forum: Resources
Topic: Ashley from another code R for xps
Replies: 3
Views: 3677

Re: Ashley from another code R for xps

Are you looking for someone to finish making an xps model, or are you intending to release this as a .dae file like the other ones you did?

If you want to post the model, I'm happy to take a shot at doing the facial rigging, but I don't really have time to do a full model right now....
by FigureSculptor
Tue Sep 10, 2013 8:26 am
Forum: General
Topic: Looking for blender whole body rigging tuts...
Replies: 8
Views: 3926

Re: Looking for blender whole body rigging tuts...

I'll throw another vote in for Nathan Vegdal's Human Rigging. It's pretty intensive, but you will know rigging well when you're done. Lot of theory and a lot of explaining both the what and the why.
by FigureSculptor
Sun Jul 28, 2013 11:16 am
Forum: General
Topic: Armature question
Replies: 5
Views: 2038

Re: Armature question

So my question is: how can I combine armatures without having extra bones like fst_knee.001 and all that? I think Crofty told me once to export from 3DS Max, and it will combine everything, but I dunno. I have to believe that most 3D software can do this, but I don't personally use 3DS Max much, so...
by FigureSculptor
Wed Jun 19, 2013 10:34 am
Forum: Tutorials
Topic: Blender Cycles + XnaLara Tutorials
Replies: 66
Views: 64475

Re: Blender Cycles + XnaLara Tutorials

http://i231.photobucket.com/albums/ee263/ultrablue87/Immagine-1.jpg Any idea about the problem? Thanks in advance for your help :D The first thought that comes to mind is that the alpha channel is premultiplied. By default, Cycles uses direct linear, not premultiplied alpha. Look under the Render t...
by FigureSculptor
Sat Jun 01, 2013 5:10 am
Forum: General
Topic: 3D, Textures, Etc - Basic Questions & Theory
Replies: 4
Views: 2034

Re: 3D, Textures, Etc - Basic Questions & Theory

In the past I've tried to make modify normals without the best results. What is a recommended way to do so based on an existing diffuse? It'd help if I had a better understanding of the normal composition. Does X Channel represent light horizontal/vertical or is it a combination of things? So, this...