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MediAsylum ♂️ [21717105] [2012-04-14 09:26:37 +0000 UTC] (Ukraine)

# Statistics

Favourites: 6; Deviations: 132; Watchers: 703

Watching: 7; Pageviews: 85068; Comments Made: 3716; Friends: 7

# Interests

Favorite bands / musical artists: ImmediateMusic BrandXMusic FutureWorldMusic AudioMachine EpicScore X-RayDog
Favorite writers: Robert Anson Heinlein
Favorite games: TES, Mass Effect
Favorite gaming platform: PC

# Comments

Comments: 196

traveller004 [2024-10-09 04:29:41 +0000 UTC]

πŸ‘: 1 ⏩: 0

RainbowRenders [2020-04-29 00:17:17 +0000 UTC]

Do you still have those Jack and Gabe models?

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MediAsylum In reply to RainbowRenders [2020-04-29 00:22:53 +0000 UTC]

Yep, why would I delete those?

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RainbowRenders In reply to MediAsylum [2020-04-29 01:27:34 +0000 UTC]

What format are they?

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MediAsylum In reply to RainbowRenders [2020-04-29 03:09:48 +0000 UTC]

Daz Genesis 3 Male

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RainbowRenders In reply to MediAsylum [2021-03-07 07:05:29 +0000 UTC]

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MediAsylum In reply to RainbowRenders [2021-03-07 11:18:47 +0000 UTC]

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RainbowRenders In reply to MediAsylum [2021-04-16 07:46:02 +0000 UTC]

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MediAsylum In reply to RainbowRenders [2021-04-16 10:21:28 +0000 UTC]

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RainbowRenders In reply to MediAsylum [2021-04-17 12:14:04 +0000 UTC]

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RainbowRenders [2020-01-30 00:21:13 +0000 UTC]

Is it possible to re-join an armature with a model?


πŸ‘: 0 ⏩: 1

MediAsylum In reply to RainbowRenders [2020-01-30 07:15:42 +0000 UTC]

Yes, but I'm not familiar with this topic, especially in case of Blender.


The procedure will depend on whether you still have weightmaps or not.

But even if you do have weightmaps - the main problem is the usual number of bones in humanoid skeletons.

Each bone must be reattached (in modo's term's - "bind") to corresponding weightmap.

And I never saw anything to make this automated (but I never searched thoroughly)

πŸ‘: 0 ⏩: 1

RainbowRenders In reply to MediAsylum [2020-01-30 09:55:04 +0000 UTC]

"Automatic weights" leads to very strange posing when re-parenting a mesh to its original skeleton, so it's better to save the time and give up on it. If reimport is an option, that's what should be done.

Do you know how to port something, so the position of it is in the 0,0,0 of the XPS coordinate system?

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MediAsylum In reply to RainbowRenders [2020-01-30 17:49:25 +0000 UTC]

Root bone (or pivot, for props) should have zero start coordinates

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RainbowRenders In reply to MediAsylum [2020-01-30 18:36:44 +0000 UTC]

Is it possible that Blender and XPS have different start coordinates?

Because I didn't change anything regarding the position.

πŸ‘: 0 ⏩: 1

MediAsylum In reply to RainbowRenders [2020-01-30 18:41:59 +0000 UTC]

I just made an experiment:

took that "snow patroller" and lowered the root by 0.8m, then resaved as FBX. Opened in Max and exported as mesh.ascii.

And as I expected - the model is half-buried under ground.


Yesterday I tried it with default zeroed root and it looked ok in XPS.



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RainbowRenders In reply to MediAsylum [2020-01-30 18:44:15 +0000 UTC]

I tried to work with Max, but there are always export errors.

I'd rather not risk that for the time being. At least in Blender, I crashed neither of my programs.


Do you want me to figure out how to fix Snow Patroller myself or will I not be able to because it*s too advanced?

I was told that even his mask is optional. That would be truly rad.

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MediAsylum In reply to RainbowRenders [2020-01-30 21:33:37 +0000 UTC]

What exactly is in SnowPatroller to figure out?

I did what I could. Check your notes.

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RainbowRenders In reply to MediAsylum [2020-01-30 21:45:28 +0000 UTC]

The weird turquiose texture and black patches, but you removed all of them successfully.

How can I replicate that result?

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MediAsylum In reply to RainbowRenders [2020-01-30 21:49:17 +0000 UTC]

Not sure about turquoise, but black patches in XPS appear when you use full-range lightmaps.

XPS shows pure white as black for some reason. So just apply output white level correction in Photoshop.


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RainbowRenders In reply to MediAsylum [2020-02-07 21:15:19 +0000 UTC]

There were lightmaps?

Where?


As far as I know, the model only had specs, norms and diff maps.

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MediAsylum In reply to RainbowRenders [2020-02-07 21:29:50 +0000 UTC]

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RainbowRenders In reply to MediAsylum [2020-02-07 21:30:33 +0000 UTC]

But there weren't any lightmaps, were they?

Did you find any when you fixed Snow Patroller?

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MediAsylum In reply to RainbowRenders [2020-02-07 21:33:21 +0000 UTC]

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RainbowRenders In reply to MediAsylum [2020-02-07 22:22:33 +0000 UTC]

In Snow Patroller, the one that exhibited those weird black and turquoise patches all over its surface.


Really? In XPS, there was nothing, at least.

And I removed all MSRAO related maps in Blender, so I don't know why it was still there after export.

I should look into this once more.

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MediAsylum In reply to RainbowRenders [2020-02-07 22:24:29 +0000 UTC]

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RainbowRenders In reply to MediAsylum [2020-02-07 22:39:12 +0000 UTC]

You used Max again?

I still haven't manage to disable that particular function on my PC.

But that's okay, I'll wade through those first before trying anything else again:


forums.unrealengine.com/intern…

www.reddit.com/r/unrealengine/…

www.gildor.org/smf/index.php?t…

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MediAsylum In reply to RainbowRenders [2020-02-07 22:47:57 +0000 UTC]

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RainbowRenders In reply to MediAsylum [2020-02-07 22:49:41 +0000 UTC]

I know. Let me try all the other approaches first before going to this particular place again.

As for Max - I wouldn't use it for anything else, either, because I'm already overwhelmed with Noesis, DAZ Studio and Blender.

πŸ‘: 0 ⏩: 0

RainbowRenders [2019-10-13 18:39:52 +0000 UTC]

Happy birthday, my dude.
Don't get too drunk.

Jk

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MediAsylum In reply to RainbowRenders [2019-10-13 18:57:44 +0000 UTC]

Thank you

I won't get drunk cause I'm non-drinker.

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RainbowRenders In reply to MediAsylum [2019-10-13 19:10:53 +0000 UTC]

I'm impressed.

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RuvaakBeyn [2019-10-13 16:19:19 +0000 UTC]

Happy Birthday

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MediAsylum In reply to RuvaakBeyn [2019-10-13 16:21:09 +0000 UTC]

Β 

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OsyAlcott [2019-10-12 15:16:45 +0000 UTC]

Happy Birthday my friend

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MediAsylum In reply to OsyAlcott [2019-10-12 15:34:29 +0000 UTC]

Thank you. Though technically it's 6 hours ahead

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OsyAlcott In reply to MediAsylum [2019-10-13 15:58:21 +0000 UTC]


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MediAsylum In reply to OsyAlcott [2019-10-13 16:20:19 +0000 UTC]

Β Β 

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OsyAlcott In reply to MediAsylum [2019-10-13 21:48:28 +0000 UTC]

Β Β 

πŸ‘: 0 ⏩: 0

TornSkyBlast [2018-10-14 04:06:25 +0000 UTC]

Happy late birthday ^^

πŸ‘: 0 ⏩: 1

MediAsylum In reply to TornSkyBlast [2018-10-14 04:55:06 +0000 UTC]

Β 

πŸ‘: 0 ⏩: 0

OsyAlcott [2018-10-13 11:16:47 +0000 UTC]

Happy Birthday my friend!

πŸ‘: 0 ⏩: 1

MediAsylum In reply to OsyAlcott [2018-10-13 11:25:24 +0000 UTC]

Β 

πŸ‘: 0 ⏩: 1

OsyAlcott In reply to MediAsylum [2018-10-13 17:05:50 +0000 UTC]

Β Β Β Β 

πŸ‘: 0 ⏩: 0

HaruRyomaru86 [2018-10-13 09:55:37 +0000 UTC]

Β Β Β Β 

πŸ‘: 0 ⏩: 1

MediAsylum In reply to HaruRyomaru86 [2018-10-13 10:40:36 +0000 UTC]

Β 

πŸ‘: 0 ⏩: 0

portisHeart [2018-02-05 22:21:18 +0000 UTC]

cool COOT stuff you made there! and the red demon Dom too - you're really good at putting 2D scenes/charas into 3D! bravo

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MediAsylum In reply to portisHeart [2018-02-06 04:04:24 +0000 UTC]

thank you

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MGMOZ [2017-10-14 06:01:49 +0000 UTC]

Hope you had a great day,Β MediAsylum. Happy birthday! Cheers! Β  Β 

πŸ‘: 0 ⏩: 1

MediAsylum In reply to MGMOZ [2017-10-14 09:01:46 +0000 UTC]

thank you Β 

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