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29320.png
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I think it would really make the matches stand out more from the older Infinity Cup if we somehow managed to recreate some 3D players, at least for the medals of the mainline teams that don't really have them, like /christian/ or /co/. To that end, I was wondering if anyone knew or had the time to look up and monitor which players have already had a customized model or face. I say this as we could very easily solve many more "generic" names by using pre-existing assets.
>>2505 (OP) 
This is an excellent idea. Though I don't really know many places where you could take free 3d models, at least for vidya you got the models resources site.
Replies: >>2508 >>2509
Yep, this is the dream. Like >>2507 said, it's about find places we can rip em for free, otherwise we make them from scratch. For human characters, it's actually a bit easier. If all we need to edit is the face, that's stored separately from the model. It's actually the easiest thing to simply pop off the default PES head and put on newly modelled one. It gets complicated when you get to replacing the body.
>>2507
>Though I don't really know many places where you could take free 3d models
Sketchfab has many, but make sure they are free and downloadable before linking.
Blendswap has a smaller collection but everything is free and downloadable.
Good resource: https://implyingrigged.info/wiki/Blender_tutorials#Finding_Models
Replies: >>2510
>>2509
I'll look up these. But still, it would be a great help if someone was to document the ones already being used.
>>2505 (OP) 
Assuming one would like to try out these models, what version of PES should we use? Also is there a link already up for a download?
Replies: >>2513 >>2514
>>2512
This is the version the ICUP runs on currently.
http://infinitycup.shoutwiki.com/wiki/Pro_Evolution_Soccer_2017
>>2512
This is the exact version we use. Install as instructed.
http://infinitycup.shoutwiki.com/wiki/Pro_Evolution_Soccer_2017
Replies: >>2516 >>2517
lmao
>>2514
Thanks lad.
>>2514
Are the GCUP exports available anywhere?
Replies: >>2518
>>2517
Not yet. SKF is currently busy moving the wiki. If he manages to find some free time for it, then it should be available soon.
Replies: >>2519
>>2518
aight cheers
>>2505 (OP) 
Lads, you're going about this the wrong way. /lego/ achieved peak 3d model perfection so all future models should be recoloured /lego/ models. Think about seeing anime lego figures take on otter lego figures or bane lego figures against a /hyper/ themed lego team.
Replies: >>2521 >>2522
>>2520
I know that LEGO porn is a thing, and I don't judge
>>2520
you're making me want to see a fully reskinned Lego Soccer
Replies: >>2526
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Found some really great 3D models, will work on the export in the weekend. Wish me luck boys.
Replies: >>2525 >>2719
>>2523
based, good luck
>>2522
If /lego/ ever wins a cup the next joke cup should be with entriely lego models
>>2523
How did this go anon?
Replies: >>2725
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>>2719
sorry for the late reply, anon
I was having some fun with it but my laptop got fried, I'm still waiting for a replacement to come in but I've got a small list of models I wanted to add (mostly medal players where I don't need to do too much work on).
I really want to help out too. Are there good tutorials for 3D modeling? Even at its most base form.
>>2505 (OP) 
where's the blenderfag at
Replies: >>3421
>>3420
sup?
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i was thinking how could you model out an old roguelike character into a player model?
just realized you could technically use flat images into a characters, which means i could have floating @ into a head and make a nethack representative, albeit can't think of anything else to pad out the body
what would this theorical /v/ nethack themed player have as arms and legs? he could have the kicking foot as a +, since you kick doors, but what else?
Replies: >>3568
>>3556
How about making the skin transparent and having just ZZT written above an @ character?
Replies: >>3571
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>>3568
do you mean as in this, have an static model of a @ with ZZT written over it? ZZT as in the game, right?
I was thinking more on the line of my 2nd pic, so you would have @ as a head and then some more characters as limbs as you would expect from a game of nethack.
problem in my case is, the entire character is a @ in the game, so modelling it would come down to getting creative
Replies: >>3574 >>3594 >>3632
>>3571
That should be fine. Are you thinking of just keeping the 3D clothes but having invisible skin and replacing the limbs with 2d transparent images that are rigged to move, or replacing the clothes with a flat version too? The first is easier but the second should be possible too.
Is there a specific team you're aiming to put this player on?
Replies: >>3577
>>3574
should be invisible skin on 3D clothes. i'm not too certain how i'm going to do it since i'm also working on importing a Q3A model, that's going to use a lot of my time since Q3A isn't animated w/ bones but rather vertex animated, so I have to rig the model into a T-pose from one of the in-game poses just so I can prepare it to be imported into PES
since it's vidya related, I'm going to add it into a /v/-themed team. sleepy is the most populated board, so I suppose I'll adjudicate it to them.
I can simply replace limbs w/ flat images, right? there is a cardhead template I believe, but I don't know if I can do the same w/ anything else other than a head.
Replies: >>3581
>>3577
It's not as simple as the cardhead template (just a head, where you don't have to worry about rigging with vertex weights). The Full Body Template and its tutorial is what would be needed for the full body changes. Same process as the tutorial: create/import model, transfer the medic's weights, and export.
Let me know if you have any issues, because there are a few issues, and always remember to save a Blender file before exporting: some very simple things can ruin an export.
Replies: >>3582
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>>3581
i'll let you know if I have any iisues on that front because I'm currently working on another player that's hurting me plenty
it turns out i can't export Quake 3 models into blender without having them make some stupid fucking animation. turns out, these models aren't animated by bones, but rather they're hardcoded into each position, which in return leaves me no t-pose to work with.
is there any archive on Quake 3 models? gmod, models-resource, any one of the suggestions in the wiki provides me with nothing, and I'm looking for an obscure model from the game
Replies: >>3584
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goddamnit i made him old lady arm flaps
>>3582
Often I just use Proportional Editing to hack a model into the proper T-Pose (Connected mode can be useful). Unfortunately I don't know much about Quake so I can't help you there.
Replies: >>3586
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>>3584
how do I make a limb rotate from an specific vertex? say you want the rotation point exactly where you would expect the elbow to be
Replies: >>3587
>>3586
There are some options for where to rotate around (such as the middle of the selection, the origin, or the 3D cursor) so I set the 3D cursor to when I want to rotate around (by right clicking) and then rotate.
Replies: >>3588
>>3587
is the 3D cursor the crosshair you place anywhere anytime you use the left mouse button?
Replies: >>3590
I can't load the docs right now, but I think the button will be on the 3D view's menu bar, and looks like two circles overlapping.
Replies: >>3592
>>3588
Yep, that one.
By the way which blender version are you using? The PES player tools probably only work in older versions. It's not a big deal, you can just export to a .dae and import to the old Blender, usually.
Replies: >>3592
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>>3589
awww yeah now we're cooking
>>3591
currently using blender 2.79, the only one where the .md3 plugin worked on.
let's see if i can get this monstrosity running before the day ends
Replies: >>3593
>>3592
Yep, I think 2.79 works. Good stuff.
I have to go now, but here's the AET (most teams omitted). I've super-quickly added the old /v/ team models to team Backup 1 in Additional Teams. You'll have to check settings.txt to make sure the DLC lands in the right folder. Let me know if you need help with this or if it doesn't work and I'll answer when I can (I didn't have a chance to test this).
Warning! it will overwrite inf_90_test.cpk unless you change the settings, so I'd just rename 90_test to 90_test_backup so you can restore it easily.
https://lainsafe.kalli.st/files/165755263421052.7z
>>3571
Yeah I meant a bit like the second one, which looks really wonky but fun
>>2505 (OP) 
/sp/ here
https://free3d.com/3d-model/spartan-armor-all-8350.html
Could this model be added to the Spartman player? Even just the helmet or a similar one would be fine.
Replies: >>3603
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>>3602
are you at least paying for it?
Replies: >>3605
>>3603
What the hell is there not a single website with free 3d models around?
Replies: >>3607 >>3618
>>3605
People don't generally make them for free
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>it won't let me export arms
why does it not let me export arms
Replies: >>3619
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>some limbs look transparent
>these were the limbs i mirrored previously to avoid posing every inch of the body
>now i have to redo the entire model
Replies: >>3619
>>3605
Sketchfab is sometimes good, use the Downloadable filter, but still check manually.
Blendswap is all free stuff, but less popular.
There are some others you can find but those are my go-tos.
Replies: >>3620
>>3615
Probably still in Edit Mode.

>>3616
?? What do you mean by 'look transparent'? As in, they are completely invisible? Could be a simple normals problem if the .mtl had double-sided off, or a texture issue.
Send it over. I can't do anything with it for the next few hours but I can debug it after then.
>>3618
ty
how do i extract the model's dds again? the video tutorial is asking me to hand one over to the .mtl, even though blender didn't export a thing of texture
Replies: >>3624
>>3623
have to add i can see the texture on the model, but can't see it on the UV/image editor. i used to see, but can't figure out why not now
since the player is almost finished, i believe you could finish it up for me. here are the files:
anonfiles.com/H5I9m8xay9/
the 7z's filename is the name of the player. i believe i just need to extract the textures, but i don't know how
Replies: >>3641
Got delayed, I'll be able to look into these in like 5-10 hours.
For the new rigger, this was my first model. >>271
Replies: >>3631 >>3632 >>4061
>>3629
Looks pretty snazzy
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>>3629
while you're on it, could you post a pic or two of the model in-game? i'm going to exclusively make an OP in sleepy/v/ to spark some interest
on >>271 , how did you make the separate custom limbs on the model? i thought for a second you couldn't do that, but come to be there is evidence on the contrary, perchance i could complete my 2nd pic here in >>3571
Replies: >>3640
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How do I create a custom limb? there is no template is there?
Replies: >>3640
>>3632
>>3637
It's not separate limbs. It's like the full-body tutorial describes, one model in the Arms part. Even the head (some may call that bad practice but we don't have the manpower to do it perfectly, so it's just all painted fully with the head bone weight). The different movement comes from the vertex weights.
You can do separate limbs, technically, but I don't bother.
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>>3626
Alright, I've loaded it up. None of the files you sent had textures on them, the source .mlt and .obj don't include them.
Where did you originally download it from? Were there any other folders/files?

The UV maps are hectic but I hacked this together for you, so that you know you're doing it right. All I did was create a super-simple .dds texture of 4 color blocks and hackily move the UV maps into each color, and moved the pic-rel wrist's weight from the hip bone to whatever slot 18 is, probably a wrist bone, because it was forcing half the wrist into its T-pose location (hip bone is useful to make things just not move, like most of the otter models that would just NOT work with typical human proportions). No polishing or anything, so you can definitely get better results than this.
Replies: >>3642
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>>3641
>None of the files you sent had textures on them
I forgot to create the .dds containing all textures when rigging the model, so now all textures are fucked beyond belief and I have to start all over again.
How did you do >>271 again? Have the kit show up on the model?
Replies: >>3643
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>>3642
>Have the kit show up on the model?
Simply don't remove them. This is done through in-game and/or EDIT file changes, not modelling. Basically, the DLC mods set a certain style of each uniform (like short socks) to be absolutely nothing. So when we want to do a full body model without the uniform going inside it, we choose all the invisibility uniform parts. That stick figure only had invisible skin, with the uniform parts still remaining.
There's also some advanced fuckery that can be done to use the kit texture as the shader for a 3D model, just like the uniform models do, but that comes later. I think /a/'s fish-eating player has that to give her breasts inside the correct colored shirt.
Also
>spoiler
been there done that.

DO A SAVE BEFORE EXPORTING. I find that when exporting, the exporter script joins UV verticies if the model vertices are the same, even if the UV vertices are detached. You'll see what I mean when you open a new Blender window and import the exported .model and the UVs look different and stretched.

To fix that, I copypaste this script into the Python console when in Edit mode to split the mesh into parts, so it doesn't try to join them:
(taken from https://blender.stackexchange.com/questions/92127/python-split-mesh-by-uv-islands )

import bpy
import bmesh
context = bpy.context
obj = context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
# old seams
old_seams = [e for e in bm.edges if e.seam]
# unmark
for e in old_seams:
    e.seam = False


# mark seams from uv islands
bpy.ops.uv.seams_from_islands()
seams = [e for e in bm.edges if e.seam]
# split on seams
bmesh.ops.split_edges(bm, edges=seams)
# re instate old seams.. could clear new seams.
for e in old_seams:
    e.seam = True


bmesh.update_edit_mesh(me)
>>3644
I would use that if the texture wasn't too fucked, but every map has set its origin inside one square texture of all 6 that comform the model, so I doubt I could salvage it even if i tried to map the model anew

since I intend to create a two sided image player, reading on the cardhead tutorial I take it a card model is essentially a virtually flat cube, a cube squished on an axis, with any other edges that aren't front and back deleted from the mesh?
this would work for the box/card head models, but I wonder if this same principle carries over to a full model, with the "making one side visible on one normal and not on another" aspect of it
Replies: >>3660
>>3659
The cardhead is a flat rectangle (or two, for front and back, I forget), not even a thin cube.
The .mtl file has some parameters, one being two-sided (0 is false, 1 is true). If it's disabled, then you only see a face if the normal is on the correct side, like you said. Game Dev 101: don't bother rendering what they aren't seeing.
If you saw the previous cup, Eris has an outline. That was done by making the same shape as her, making it slightly larger and all black, and inverting the normals, so the closest side is therefore invisible and the furthest side is inward facing and visible. (Now I'm using DepthBias for that because it works better with some finer details.)>>3659
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got this error while exporting a model, don't know what to make out of it.
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Trying to assemble the players I'm going to test on a team. What template should I use to build the team if I wished to see them in-game?
Replies: >>3675
>>3671
Which team?
Replies: >>3677
>>3675
sleepy/v/, heard that the head of the icup was ok with reviving the /v/ team.
Replies: >>3679
>>3677
Alright, well you'd better make it official so the cup host can put you on the list. Place a reply in >>2945 to say you're reviving the /v/ team (I'm assuming just for sleepy/v/ as opposed to the previous joint team?) so that if a current team remains unresponsive you can be added.

The existing /v/ team is this:
https://infinitycup.miraheze.org/wiki//v/
and you can see their aesthetics in this match:
https://archive.org/download/ic6_20220606/6-16%20Day%203%20-%20kind%20vs.%20v.webm

If you want to fully re-create the team tactics:
Basic: https://infinitycup.miraheze.org/wiki/Team_Strategies
Detailed: https://infinitycup.miraheze.org/wiki/Player_Cards
I can send over the current tactics if you want.
Of if you have PES installed, we will test to see if just a team export and import works smoothly.
Replies: >>3680
>>3679
can you send me the full team export? let me check it out by myself
Replies: >>3685
>>3680
Here is the partial AET (new aesthetics export), including /v/. Edit settings.txt before use, so it ends up in the right folder. Unless you choose to change the settings, it will overwrite inf_90_test.cpk , so back that up first so you can restore it whenever you want, or change the export .cpk that this generates.
https://files.catbox.moe/93geso.7z
For the team import, if you already have the draft ICUP 7 EDIT file, then import this team export using PES (Edit->DataManagement->Export/Import) by putting it in your /save folder . It should land in the Additional Teams league. Again, let me know if you have issues.
https://files.catbox.moe/keyeio.7z

Hopefully, that makes it work smoothly. Let me know if something doesn't look right.
When you want to create a Portraits folder for the custom player icons on the Game Plan page, let me know, but basically it's just in the AET export for your team, a folder called Portraits with 128x128 .dds files, transparency allowed.
Replies: >>3692
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working on a model, was about to export then blwender replied with
>go triangulate the mesh
so I did, but then
>can't triangulate mesh with shape keys
wdym blender. how do i solve this without doing the model anew.
Replies: >>3690
>>3689
You know where it shows you the list of vertex weights? It also has a list of shape keys below. Just click the Delete All option. (I think)
For blender issues rather than PES issues, there are usually answers online.
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>unable to load because the data is from a different version
here's what I did
>PES 1.00 corepack
>PES 1.02 exe and steam .dlls from the wiki
>icup7 save file from the wiki
>AET and EDIT file from >>3685
>EDIT and SAVE files went into /Documents/.../save
>AET exported into /Program Files (x86)/.../PES/download
I cannot fathom why the game is bitching at me
Replies: >>3696
>>3692
Did you also get the DLC from the wiki (below the EDIT files) and extract those .cpks into /PES/download?
https://archive.org/download/ICUP7-draft0.1-DLC/download.7z
That's all I can think of so far, the rest of what you wrote makes sense.
(note: try the DLC and ICUP7-draft EDIT, then if that's confirmed working, compile the AET and use the AET save you linked.
Replies: >>3697 >>3699
>>3696
>did you extract those .cpks into /PES/download?
the DLC and the AEC need to be installed separately?
I downloaded the aesthetic export and installed it with the 4cc tool, don't know what else could you mean by DLC
note that the game didn't install with a /download folder in Program Files (x86)/.../PES, so I had to make one
Replies: >>3701
>>3696
do you also have a /Data folder in your game's directory? perhaps there's no such thing as a /download folder ?????????
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the legend
come to libe

I'm still puzzled as to why the game didn't work when I tried to compile the files through the AET. I'll try to sort that out later.
Replies: >>3701 >>3706
>>3697
>note that the game didn't install with a /download folder in Program Files (x86)/.../PES, so I had to make one
Yep, you did it correctly. /Data is the default, /download is DLC.
>>3700
AET just compiles our extra team edits and creates one DLC .cpk of them. DLC only adds changes on top of the /Data files (just replacing or adding files),  so you still need the rest.
>>3700
Are you SKF?
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new rigger here, exporting players into PES has been crushing my balls.
here are three players that won't work no way or another in-game, and i can't help myself
anonfiles.com/9e3af608y9
there should be a blender file in each .zip that shows how the player should look in-game
Replies: >>3734
>>3725
Are they all just not even showing at all, in any way?
I tried and they're all showing up in the game, no changes at all. Carmack has no issues (although I see a piece of floating junk about three metres to his left and up a bit, and the UVs messed up like mentioned here:  >>3644 ). I'm not sure why but Shambler's weights are messed up which distorts the body in-game (I just deleted them all and transferred them again from carmack out of laziness and then it was fine) and it lost its UV map so it just looks brown, and FOE's body just didn't get exported at all so it just looks like a person with an orange neck missing their head so far.

Have you made sure the AET settings.txt is set to export to the correct PES downloads folder? Does that file get modified (date modified) when you export?

Do you see this line when you run the AET .bat script? (I'm assuming you're running the all-in-one script)
>- /v/ (ID: 765)
Are there any errors? Does the script list those players you've added while packing their face folders?

(PS: to speed it up, if it takes a while, you can remove the other boards' faces. Those are just examples)
Replies: >>3736
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>>3734
can you send me a pic or two on how do they look like on your end? I suppose transfer weights being fucky explains the shambler's case, though I don't understand how he lost his textures when I joined him with the model.
otherwise, carmack's UV map for the shirt was broken on my end and FOE's head is inexplicably missing.
Replies: >>3738
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well this explains everything
what was that command you used to prevent this from hapening, again?
Replies: >>3738 >>3953
>>3736
Yeah this is how they look on my end, before I re-did the weights on Shambler.
I only just realized because the same happened with one of the raccoons I just imported, but it would be because Shambler's model had its UV map named to something custom, so it didn't become the only UV map and named 'UVMap', so the script exported none.

>>3737
You open the Blender 'Python Console' and when in Edit mode, paste (for me CTRL+V) this code: >>3644
Replies: >>3739 >>3740
>>3738
* and press enter afterwards (the two empty lines in my copypaste weren't added in that post, so you may have to manually end the line of code with the enter key)
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>>3738
>the script
yes, that did the trick. there is still a vertex peeping out of carmack's sleeve and some ugly artifact on his neck but that can be sorted.
still, it would be ideal if you sent me your shambler, see how less broken it is with proper weights.
Replies: >>3741
>>3740
https://files.catbox.moe/qbro8y.7z
That's with the missing UV (I just did a lazy unwrap) and the transfer from Carmack instead of doing it properly with medical. As you can see it's looking pretty normal, but it will probably be better when you do it properly.
Can you do your magic script on this blender file? Even when I set it up, whenever I export it it messes up the teeth.
anonfiles.com/L2Sbo70ey6
On the missing textures, whenever both meshes are joined on the medical staff file, a new UV map is created, so you have to delete the new UV map and set the old one back on the triangle toolbox that has the weight painting info
Replies: >>3753 >>3757
>>3751
I think if they both have the same UVMap name, they get merged.
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>>3751
Alright, solved it. There are a couple of small little bits you can polish if you care to.

>pics 1 and 2
So first thing I noticed, its left shoulder has vertices wildly out of place. That looks to me like they weren't normalized, and when I clicked Normalize All, it changed weight, so yeah that was the issue.
It became pics 3 and 4, it ended up looking a bit wobbly when animated, if you don't like that then experiment with painting it to be the same as the right shoulder (not the same exact keys, but the left-side equivalents. The medic .blend file has them all named which makes it easier)
>pic 5
I assume that's what you mean with the teeth, how there some green and black moving around there during animation.  I realized when looking in-game close up that the green was a reflection map (the green was stadium grass. the reflections just use a pre-made texture, not the actual environment, and the .mtl file specifies Basic_CNSR shader (Constant, Normal, Specular, either roughness or reflection not sure which) instead of , for example, Basic_CNS or Pony, so it just used the default reflection map as none was specified)
That's not necessarily a bad thing,just useful to know for other issues. Have a look close up and see what I mean. I've changed the one in my re-upload to Basic_C only, since we don't have/want a normal map or a specular map. I also removed double-sided and alpha as we shouldn't need them here.

I noticed that most of the weights on the mouth were assigned to (IIRC) the belly and the chest. I tried weighting them all completely to the belly but it still looked weird and didn't all move as one, then I tried weighting them all to the chest, which appears to be far better.

https://files.catbox.moe/yr7y1e.7z
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To the /v/ guys, apparently there's a bunch of Hotel Mario models if you want him as a rep https://www.models-resource.com/custom_edited/mariocustoms/model/43572/
Replies: >>3764
>>3759
that's not half bad honestly. I had already seen it before but I wouldn't mind using it eventually, but for the time being I'm good
Has anybody got to use another facemsak from the game?
I tried to extract the cpk once, but when I uploaded it into Gimp (the .dds face file) all it said was "incorrect .dds file" or header i dont remember
>>2505 (OP) 
Hey fellas, an /ita/lianon here
https://sketchfab.com/3d-models/rubber-duck-a84cecb600c04eeba60d02f99b8b154b
We would like to submit a soccer ball for /ita/ in the shape of this rubber ducky. Problem is, I'd also like to paint it this shade of purple/magenta in honor of another sister imageboard that hosts some of our users. Could any blenderfag import it and color it for us? Thanks so much in advance.
Replies: >>3835
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>>3812
like an absolute dingus I forgot to post the reference image
still if someone could do it, we'd really appreciate it
Replies: >>3856
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>>3835
new balls
Replies: >>3869
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>>3856
You're an absolute fucking legend thank you so much!
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>>3858
Nice drawing
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Why does the model once it's been imported open up like this?
If I recall correctly, there were clear edges around the model and I used those as a reference for weight painting.
This is, the blue edges were where the chest and the belly ebded in weight painting, for example.
Don't know if that has any correlation whatsoever though.
Replies: >>3882
>>3879
I don't know why it's like that. I'd check the normals are facing the right way and that there is nothing too different about the weights (and that they're normalized).
How do you make the fingers work on a custom model? Can you do it?
ayy.png
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Can the rigger lend me a hand?
I want to export the neck as Face_3, just like the PES model's neck.
However, I'm unable to export it as it says "index out of range"
Here's the model's head and the texture.
anonfiles.com/6a7cw723y3
If you could give me an explanation on how to solve it I could replicate it myself, as I intend to shrink and crop the face's texture.
Replies: >>3925
me.mp4
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>>3902
got this one done
i do have this other problem
how can i fix this?
i can see through this guy's mind
Replies: >>3932
>>3925
I think that's an issue with Blender's transparency, it's super annoying. Try just ignoring it and see if PES is fine.
Replies: >>3936
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>>3932
PES inherits the problem
I'll need to fix this sonehow.
Replies: >>3937
>>3936 
I think that is a similar but different problem (meaning that fixing in Blender wouldn't fix in game). I could be wrong, but I don't think so.
Which shader is that model using? Maybe try switching to Hair and see if that fixes it (and if so, you can export the hair as a different .model with a different .mtl to give it a different material. I don't know or really care how to do different models in one .model). My other guesses are it being a reflection thing (possible) or a zwrite/ztest mistake (unlikely).
If anyone could find a 3D model of Henry VIII, it would be helpful.
i believe the rigger here knew how to fix the different shading between the face and the neck of facemask players
if so, can he please help me fix these three players? I have no idea how to fix them myself:
anonfiles.com/Jad0Qd2ey1
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how did I solve this
I remember merging the vertices where the stupid ass band occurs
Replies: >>3953
>>2505 (OP) 
Could someone lend me a hand?
https://implyingrigged.info/wiki/Blender_tutorials
I am trying to follow the Basic Head Model tutorial part of the wiki, but despite having placed the scripts in the  Blender Plugins and Config section in the supposedly correct folders (though I am using Blender 3.2), the option to select .model files is unavailable. Should I downgrade or am I missing something?
Replies: >>3951
>>3950
Downgrade to 2.79 because it's the recommended version for the plugins according to the wiki.
Replies: >>3953
>>3949
Looks like this problem: >>3737
P.S. Later in the year we may be porting models to a better PES version, so please keep a copy of the original model files (before any PES importing).

>>3951
Yep, 2.8 and above are completely different and break the scripts.
Replies: >>3954
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>>3953
see that's the problem, the script at >>3644 never worked for me.
here's what's shown on the console every time I run it
Replies: >>3992
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>>2505 (OP) 
>Trying to use pre-made models to make players for a team
>I require like a billion different packages because none of them can read any of the available file extensions
>More 3D modeling file extensions than stars in our skies
What the fuck might as well have learnt Blender by myself at that point
Replies: >>3956
>>3955
>might as well have learnt Blender
yes
implyingrigged.info/wiki/Blender_tutorials#Full-body_Models
Replies: >>3960
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>>3956
Yes I was trying to follow those instructions, more specifically I was trying to import a TF2 .mdl file, but 90% of the plugins I tried didn't work with Blender 2.79 (or had incorrect Python syntax that I couldn't be bother to whack-a-bug my way around) until I just kind of was able to import the vertexes, then I got through an incomplete tutorial about converting VTF/VMT through VTFEdit that told me to just create .bmp and .png versions of the textures, but now I have been stuck for two hours on the blender screens because the tutorial has broken image files, none of the people making similar tutorial have an UI that mimics mine and some options just aren't even there (for instance I seem to be unable to select an image file as the base color for the 3D model's material despite all video tutorials clearly showing they can be used). I'm about to lose my goddamn mind, I was just trying to make a baguette-headed player for god's sake.
Replies: >>3961 >>3962
>>3960
>I was trying to import a TF2 .mdl file
don't go with blender 2.79, use a newer blender and install this .zip from the github into blender's addon window
github.com/REDxEYE/SourceIO
then you can export it into an .obj to work in blender 2.79
Replies: >>3962
>>3960
>>3961
and if you want to work with the .vtf files make sure to download these to plugins into GIMP
tophattwaffle.com/dl/gimp-vtf-plugin/?wpdmdl=7388&ind=1512165919133
storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/gimp-dds/gimp-dds-win64-3.0.1.zip
you want to open the .vtf into gimp and then export them as .dds, which is the format the game uses.
post your results
Switched to Cardhead tutorials in the mean time and I can't get anything going either. Who the fuck even wrote these tutorials??? Nothing on the wiki seems to work or I'm too retarded to understand.
Replies: >>3974
>>3972
ok actually let me explain in a non salty way the trouble I'm having
I'm following the tutorial regarding CardHeads alongside the video tutorial for facemasking. I was able to create a .dds file for the picture I want to use in place of the head ( https://anonfiles.com/S7R9c13fya/hair_parts_col_dds for /ita/'s Lo Stato Assoluto) but even with the config files properly installed (I think) I am unable to load the base model for the head/hair ( https://mega.nz/#!RgMkSCDY!C_eK2SxMKYi8S3xBIRwktEzJfm8JwlxbJnzhLe2w_2k ) as it either won't load anything when clicking on Import Head/Hair or it will throw me python related errors (which is so weird since apparently the thing is supposed to be working with Python 3.x)

What am I doing wrong exactly? Am I supposed to download the face model from another one of the links on the wiki?
Replies: >>3977 >>3978
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>>3974
this is what came out on my end using the cardhead template
anonfiles.com/ceJ0f538y1/L-stado_absoluto_7z
I believe the template doesn't like non-square images.
Replies: >>3979
>>3974
>won't load anything when clicking on Import Head/Hair
make sure you're on object mode while importing/exporting
>throw me python related errors
whenever that happens I usually switch to another version of blender with every addon installed
case in point I have both 2.79 and 2.78c installed. i don't know why the python errors either but it works
>>3977
Thanks, I've remade the image because I didn't like how it looked like on my end
>I believe the template doesn't like non-square images.
This is the weird thing though, I used the double-squared image file present in the Cardhead template and resized the picture with added transparency (I made a second one shortly after uploading the first by rotating the "neck" a bit so it fits the collar of the shirt). 
>make sure you're on object mode while importing/exporting
Okay I'll give it another try. Do I just have to import the Hair model for the Cardhead template, or do I have to import something else as well?

Sorry for being such a huge bother so close to the cup.
Replies: >>3980
>>3979
I believe you need to import it as the hair model. if you're using the basic head model you can import the cardhead, merge it with the hair mesh, delete the old hair mesh (click on any vertex of the mesh then press crtl+l selects the entire face once merged with the card) and export your card as the new hair model.
this is a suggestion since it works with the cardhead template. I didn't know how these templates work since I never used them. did you also post in sleepy/v/?
Replies: >>3982 >>3983
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>>3980
>if you're using the basic head model you can import the cardhead
That's the issue, apparently I cannot, at least not while doing what the wiki says
>did you also post in sleepy/v/?
Yes sorry if I didn't reply there yet
Perhaps a visual demonstration would be better:
01) Here's how Blender 2.79 looks with the 4cc plugins installed on my end, also to show that I am starting in Object Mode like you mentioned
02)  I try and import the Hair model from the Cardhead template (and only that one)
03) This is how it looks like in my template folder, in this case I'm using the double-sided one
04) I click on Import Hair...
05) ...And Presto Majesto, it won't work. I have tried this again on Blender 2.79, 2.78c and 3.
Replies: >>3983 >>3988
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>>3980
>>3982
06) If I instead use the Model template from the wiki (the generic one they suggest using for MMD models), I can load the Face just fine, then instead of loading the Hair contained in that template...
07) ...I try and load the Hair contained in the Cardhead template, same but slightly different error.
08) There's another option which I THINK it's for PES18+ that lets me import a generic PES model...
09) ...And with this one I'm able to load the Hair from the Cardhead template. HOWEVER, even after editing it and adding the texture and whatever else, I cannot export it as a PES model, nor use any of the other options.

I really don't get if I'm too retarded and I'm skipping some step or if the game's rigged against me.
Replies: >>3988
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>>3982
>>3983
tried to run this guy again since he looked kind of shitty
i don't know how to operate the facemask models. i do know FBM so I recreated him in an FMB.
anonfiles.com/T4leh53dy9
if you want to alter his face's placement open his oral_stato file as an arms model to move him around
Replies: >>3993
>>3954
That's just a Python indenting error, for whatever weird reason it didn't register the 4 spaces at the start of those two lines.

Just paste the lines up to where it gives the first error, then make sure to press space 4 times, then do the e.seam = False and press enter twice. Then do the same for the next chunk. Does that makes sense?
>>3988
Nah that looks fine. I would still have rather made it myself to feel like I contributed something to the cup, I guess I'll just try my luck with the other tutorials.
Gave Blender another shot but I'm kinda beat, there seems to be some kind of problem with whatever I'm running.
Export for player Zuppa Romana for /ita/
https://anonfiles.com/F1r5j134yc/zupparomana_facemask_template_7z
Replies: >>4008
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>>4004
gave him todd's hair, give him a look
anonfiles.com/E8mek533y8
Replies: >>4009
>>4008
Just make it gray, at the end of the day the video he's from is also a low quality shitpost
and thanks
Replies: >>4012
does the erisposter still lurk here? i believe you said you knew how to fix the seam around the neck of facemask players
can you help us both, the /ita/ poster and I, with deleting the seams of these players?
anonfiles.com/y228k834yf
>>4009
>just make it gray
this video around 22:27 tells you what to do to change hair color
it's a very simple GIMP thing, though I would recommend you used the Overlay mode for the layers instead of the Multiply mode
Replies: >>4014
>>4012
This sounds strange to me because I followed that video tutorial and edited the hair gray but apparently it didn't register? No clue, I'll touch it up later
Replies: >>4015
>>4014
>apparently it didn't register?
explain
Replies: >>4020 >>4021
>>4015
Sorry I am just a retard
https://anonfiles.com/32S6ld30yb/zup_7z
>>4015
Speaking of, I noticed something weird. Special Hair won't load for some reason (still the usual error about unpacking data) but normal hair combinations do. What a bizarre program, next year I'm learning Blender from scratch and making models for the teams instead of attempting to use the tutorials.
Replies: >>4024
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>>4021
what in tarnation had you done to the hair
do not try to do anything weird with the hair model. simply change the hair's .dds files and done.
anonfiles.com/Ybcfnf39ya
>Special Hair won't load for some reason
is it the shaven/balding cuts? they don't work on my end either.
either way, good job making the model. you can now say you've contributed to the team as you said earlier
Replies: >>4026 >>4029
>>4024
That hair looks cool, I should put it on one of my players.
Replies: >>4041
>>4024
I didn't do a thing to the 3D model, I simply recolored the hair texture in GIMP and exported the finished model in Blender
What the Christ is my program cursed or something?
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>>4026
>I should put it on one of my players
I'm stealing that idea for not helping me out with the facemasks.
Replies: >>4044 >>4057
>>4041
Can I ask what exactly went wrong with that model? Last I recall I had just edited the textures in the one you sent me. Could it be that it had some leftovers from the Special hairdo?
Replies: >>4058
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>>4041
I'm working on Todd now, is it just my computer or does this face have grey hair like picrel?
https://lainsafe.kalli.st/files/166026250853089.zip
after literally days of messing with shader and .model combinations, I've just realized I can fix it by editing the hair_col_parts image to remove the greyness.
Replies: >>4058 >>4059
>>4044
Are you saying you tried editing the hair .model file, or not?
If you didn't edit it and only touched the image files, that would be super weird.>>4057
Replies: >>4060
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>>4057
I've made my bob page to work, so don't dabble on that one
>does this face have grey hair like picrel?
odd. must be some .dds artifact
it looks similar enough on my end
Replies: >>4061
>>4058
I only edited the hair textures, then imported the 3d head+hair files to see if the textures matched and then re-exported the head with the fixed position for the texutre
I'm not touching this shit again until I know how to make 3d models swear on me mum
Replies: >>4061
>>4059
That's ok, I'll just make sure to fix it then.

>>4060
Editing their existing models like hair is tough stuff, you should have seen how screwed up the Emperor Norton model is. I ended up just painting half of the hair on.
I'd just try the full body tutorial then something like this >>3629 to get the hang of full body modelling and the animation rigging.
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