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Showing posts from August, 2019

Tests delayed

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I always wondered why am I delaying the tests. Well, there are several reasons. My habit. It has gotten into me like it's been a part of my life. I have no idea how to fix this. My problem is that I keep gaming, and that reason has made me having an academic drop. I did made a new resolution months ago, but it seems, it will keep epically fail no matter how hard I tried to stay away from gaming or not focusing my job towards success and get graduated from the college. Just how am I be able to fix this goddamn habit? Overnight work. Just like another day. I did the mod and the played the game till overnight and I found out, "oh, it's 4 o'clock already". I woke up at 9, spend a bit of my time gaming before doing the job, but then, "oh sh*t, I'm really bored and wanted to take a nap" and whenever I do, I woke up at 5 or 6 p.m. Resetting the update.rpf file. I know it's a pain in the ass, but considering VisualV has gotten a new update and I ...

Omitted some bones for facial rigging

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Progress update. Finished rigging the hands and fingers, now it's time for the face. This looks simple as I thought, but left and right must be balanced. It's what the first thing that comes into mind when painting from left to right. Also, the rigging process is almost come to an end, and after that is managing maps and many things for a good quality export. You may ask, why it's so quick? I thought rigging the face can take a long time, you said. My answer is simple. Real-life people like superhero models from either DC Comics or Marvel Universe are somewhat imitating most common GTA V peds in the game: all facial bones are implemented since this copies original ped's mesh weight to the custom ped that is 1:1 size. In anime, I can hardly see any facial movement that involves brow (forehead) and cheek, especially in ninja-themed anime that involves the usage of headband like in Rambo movies ( Naruto , Naruto: Shippuden , and Boruto: Naruto Next...

Time and Patience

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Progress update. See this cranky "alien" style I've done to my Boruto ped mod I'm modeling for GTA V? I've come so far just to make sure this mod will succeed and people would see me return to the modding life I've left several years ago. I have to tell, TBH, I have some unfulfilled requests like car modeling in GTA IV, but today I made a resolution: I can't handle more game crashes because of tons of car mods and several scripts installed, including LCPDFR, which I know that this game has a lot of instabilities and none of the fix could prevent that. This must be some kind of the mod effect that eventually broke some part of the hard drive sector (my HDD from the old PC is used on this quite high-end PC) that caused repeated game crashes after the last time I used car mods that those size are larger than the original one, heck, maybe 2 to 4 MB or even more. So, yeah, any mods I've been doing in IV involving vehicle modeling will be aba...

ZM3's Inverse Kinematics and Model Design Showcase

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Kinda curious what are the purpose of the rotation thingies that branched from bones and left individually. Those are the bones with names beginning with IK_, RB_, MH_, and some others. So, quick learning and understanding the basics thanks to Oleg @ ZM3 Forums led me to a great understanding of how bones actually works, and how they are used to simulate rotation and bending. It's not merely simple, though, to design a ped mod from scratch, especially since this is a Boruto ped mod I'm working on. This was all thanks to ssh who made the BMS script for QuickBMS that can decrypt and extract the files from a CPK archive in one go ( see this post ). I doubt, however, yuniwii, back before ssh made the BMS script available on 28th of February last year, might be using another method to extract the models and rig them into San Andreas, for example, using Ninja Ripper. Worst, better quality models before NS:UNS4 have been ripped and widely used by some Russian modders who'r...

I think I'm getting a hang of this

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So, the practice I did on my own was not a waste. I managed to learn how mesh painting works and how does it affect human bones. In ZModeler 3. Lucky for me, I managed to master something that not even an expert can explain about. People just convert ped from another game, refit the meshes, copy the mesh weight from original ped, and test it out. Zagor.TV tutorial video is one of the examples. What about a ped that is out of proportional size, like the one made by avenxares213 (Dante ped mod), some other child-sized ped (maybe from Gunslinger anime?), or this, the project of Boruto ped mod I'm creating? This requires more than just mesh refitting, because if a child-sized ped made 1:1 scale with original GTA V ped (example: ig_bankman), that would be awkward when put into the game. I've seen some of Boruto ped mods (skin mods) in San Andreas, especially the one that's exclusive on GTAInd, are out of proportional size. The modeler (dude who model the ped) made 1:1...

VCC and PayPal

Something tells me that this is the best way to sort out the problem of my MasterCard debit card that can't be used as a payment method, especially when it comes to the international payment. I've read the news few days back, even sent out the form on one of the websites I found posting about it, but no response whatsoever, even from the user posting about the order form. The fact that VCC is widely used in Indonesia is not a joke. Even a tut by JalanTikus also said that you can register your PayPal account to be accounted as "verified" by using VCC (Virtual Credit Card), so there's no need to use an actual credit card to make payment with it. Variety of reasons explained why people do not use credit card, and one of them is because they don't want to be consumptive. And I'm one of them. Despite the fact that the bank where it published the card I used cannot do international payment (and with abroad transaction enabled), there is an alternate ch...

Skeleton Setup (mode?)

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The work I've been done for the past 3 hours seems to be reset, but at least I can learn from it. Before I can make use of the custom ped model, the skeleton needs to be adjusted according to the custom ped model I'm using, unless the model itself is similar to the common peds in GTA V. I didn't notice that it needs to be set up before you can do anything about it in order to prevent the model to be bugged as hell. The button "toggle setup mode" says everything, although I clearly see no difference before. Now I know that, when the setup mode is enabled, skeletons (identified by spheres and torus connecting another sphere) will be grayed out instead of being red, which is used for testing purposes. Lesson learned for rigging a skeleton (at least). It's at least I can share about skeletal rigging. First is setup, then bone creation. If during the creation you found slight error, enable setup and fix. Disable before test. It's pretty hard to model...

Light adjustment, hoping that I can build a new skeleton set

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So, using Dante skeleton as a reference (credit to avenxares213), I made an adjustment, but... what questions me about this "skeletal rigging" is a button that toggles between setup mode. When the button is clicked, the skeleton set returns to the original state and locking it on its place. I've been d**king around with how to create a skeleton (since weirdly, the only tutorial I found on the internet is only making a custom ped using 3ds Max and GIMS Evo) and what I learned from it looks to be sensible and easy enough. However, this requires more than just a work to rig a new skeleton, because those need to be mapped properly on a ped model or it'll become glitched when doing a simple "inverse kinematics" test and moving the skeleton around. The previous post I made mentioned that, to make the model behave as it should, meshes needed to be weighed properly. This looks like what I can do to take it up with the results when it's ready. I can rig...

Welp, bone (re)adjustment

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I've been through the halfway of the process, but somehow, the hand skeleton doesn't go together since I'm using another ped mod as a base. That means double the work to jury-rig the skeletons, so hands move together with the arm and also can be turned around, tilted, or bended. This is something I can't think of. ZM3 has a skeleton rigging for RAGE engine and idk about GIMS Evo for Autodesk. If something that really requires facial rigging, or maybe rigging skeletons, ZM3 might be a good place. Truth is, skeletal rigging requires ped model to use as a reference, and patience. However, PayPal is being a d**k (sorry my English) that I can't make payment with my debit card to buy a one-month license and I'm also a new guy in the ZM3 Forums, meaning that I have no access to the payment forums, yet. Private messaging Oleg can be a good idea, but idk if he would answer for it. It's a pain in the ass, though, that next week I will not at home doing the w...

Independence Day, with new OBJs ready

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Happy Independence Day for my beloved country Indonesia! So, I spent my time for a while gaming before starting to clean up the house. OBJs were ready after I woke up at 4.30 and then finished at 9. Quite a lot of work, actually, especially with this Boruto ped model wearing Naruto's old shirt (or jacket...). I decided that I have to split the model into separated parts and fixed the orientation before exporting (since Flip UV in Noesis can make the ped model feel like it's laying dead on the ground). All OBJs are set and ready to go. Quick test with the built-in 3D Builder from Windows shows that the model is textured without problems. Now it's time for the work on ZModeler. Above is the sample of the teeth and tongue part to be used for the teef_xxx_x in GTA V ped model hierarchy. I decided to split the eye since it's not in the same texture as the other parts. So... yeah, this is very different to see and look at. So, I'm following the method Z...

Screwed up UV mapping - forgot to enable Flip UV in Noesis

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Yep, glad it wasn't going to be exported for test. The UV mapping in both Autodesk (even though I've fixed it by changing its U map direction to 180°) and ZModeler 3 is completely screwed up as if, the model was being mapped incorrectly. Previous 2 posts before this says it all. Models with DirectX 11 compatibility tend to have UV maps flipped during export, resulting in the export model seemed to have its textures mapped incorrectly as in "corrupted". Thanks to the knowledge beforehand (that I somehow have to dick around the Noesis and today remembered something along the Readme of Ninja Ripper thing), I managed to fix the issue, but the bad news is that I have to remake the OBJs again in 3ds Max from the beginning again. This was proven as soon as I tried exporting Inojin model from XFBIN to OBJ with "Flip UV" ticked in the Export options. Another bad news is that my trial subscription for ZM3 will end on 28th this month, and my next wee...

Dante and Boruto

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Accidents happen sometime . Yep, this is what I'm going to describe for this unexpected situation. Quechus13 is protective to his models created and published online. It's a reason I can't use it for this custom ped rigging purposes, which requires skeleton editing work that, however, takes a significantly higher time, and yet... I want to see the potential of ZModeler 3 in doing its job before I can buy the monthly subscription for $4.5 (it's cheap, though, equivalent to my daily pocket money). But somehow, dude calling himself avenxares213 on 5-Mods seemed to be releasing both ped (*.ydd) and skeleton (*.yft) models unlocked . This model is the example. It allows me to make the Boruto ped model and many others (like Sarada, Mitsuki, etc.) to be properly rigged with correct behavior/animation (as a normal human should be). And BTW, I'll give credit where credit's due to him when I release this ped pack when it's ready, along with the facial rig...

This looks like a bit difficulty I have in modeling "small-sized ped"

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Progress update. After tried the activation process, which surprisingly its license key work on x64-based application, rigging Boruto into V (as well as other characters I will do later) has its own difficulty. It is, as a matter of fact, that the size of the ped model is about 85 to 90% size of the average GTA V peds. Google Search has confirmed it. Average height for people in US is about 5' 9" (175.4 cm) for men aged 20+ years old, and average height for women is about 5' 3.5" (161.5 cm). Average height for Indonesian males is about 5' 1.83" (159 cm). Boruto Uzumaki has a height of 145 cm (4' 9") and Sarada Uchiha has a height of 147 cm (4' 9.84"). Comparison between Boruto's height and average male people's height in US is about 0.89 (pretty much closer to 0.9). It's pretty hard, I know, and will take a lot of time, but it's at least I can try, because if there are small-sized ped mods released in ...