Rip, Rig, Render

Anttaru

Always thinking
Adventurer
Joined
Jul 11, 2004
Messages
1,731
Age
48
Location
Toronto Canada
- So i used the export .MQO in Model viewer.

- Brought the file to 3D converter, and converted the .MQO into Wavefront .OBJ format.

- Opened Maya 3D and imported the .OBJ file.

- Smoothen the Polygon mesh for the model.

On a side note i had to fix the hair a little so i made a .dds and made an alpha channel to crop out the unwanted pieces, then make it into transparent Targa file for head texture, for the hair edges.

HD_Ant2.jpg


These aren't rigged yet. Here I'm just using a pose from one of the stock animations presented from the viewer.
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Here's the Money shot. I call it, Return of Anttaru the Great, Master of Multi tasks
Antred2.jpg
 
- So i used the export .MQO in Model viewer.

- Brought the file to 3D converter, and converted the .MQO into Wavefront .OBJ format.

- Opened Maya 3D and imported the .OBJ file.

- Smoothen the Polygon mesh for the model.

On a side note i had to fix the hair a little so i made a .dds and made an alpha channel to crop out the unwanted pieces, then make it into transparent Targa file for head texture, for the hair edges.

HD_Ant2.jpg


These aren't rigged yet. Here I'm just using a pose from one of the stock animations presented from the viewer.
.
.
.

Here's the Money shot. I call it, Return of Anttaru the Great, Master of Multi tasks
Antred2.jpg

Holy crap wow O_O

Your great at this!

By the way, is Maya easy to use? I'm probably gonna be using it next Academic year at university.
 
Like anything else, it gets easy. But keep in mind knowing how to use 3D software doesn't mean you'll be able to do great things with it. I can't take full credit for this model cause it's from the game. I can take credit for the lighting which makes the render look so. The textures i might re-work if i decide to get into a serious project with it. The beauty of rigging the game models and giving them a polished finish means i can have a projects done in no time.

That guy that worked on Dead Fantasy I & II. He goes to a thread I attend. Over there we like to mod games models, swap them and stuff. He made Dead fantasy with the models we share at that site. 11 minutes of animation is a lot, and he got it done in short time thanks to being able to access the models.

I think a fan made FFXI movie would be great, especially how one can have all the characters and gear they want.
 
that's neat, now if only SE made like plastic collectors items like that for every race/job combo
 
Really awesome! Moink is in the proccess of self teaching himself Maya! ^^ I'm hoping he'll show me things as he get s more proficient.

Great job, Ant.
 
Like anything else, it gets easy. But keep in mind knowing how to use 3D software doesn't mean you'll be able to do great things with it. I can't take full credit for this model cause it's from the game. I can take credit for the lighting which makes the render look so. The textures i might re-work if i decide to get into a serious project with it. The beauty of rigging the game models and giving them a polished finish means i can have a projects done in no time.

That guy that worked on Dead Fantasy I & II. He goes to a thread I attend. Over there we like to mod games models, swap them and stuff. He made Dead fantasy with the models we share at that site. 11 minutes of animation is a lot, and he got it done in short time thanks to being able to access the models.

I think a fan made FFXI movie would be great, especially how one can have all the characters and gear they want.

Link please =)
 
To keep the proper scaling between characters I'm leaving them as is. But I had to redo the Anttaru model scaling. So i ended up having to rearrange my lighting set up, and increase the intensity of the 3 lights in the scene. This effected the over all look of the render and i spent a good while trying to fix it the best i can, it's still not bad.

The silver Elvaan look is cool. Not as real as I'd like it to be, so I'll be tweaking the render when i get to the 3rd character for sure. For now i just don't have much time.
Gerry2.jpg

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I like this one better of the two. I'll call it "Tanks all the Time from the looks of it, he's been through a lot, over a long period of "time".
Gerry1.jpg


I'm going to head out, and continue this thread when I return home tomorrow evening. Spend some time with family and such, so i won't be able to continue until then.
 
All the screens look really good. The only complaint i have is the second screen in the OP. The few strands of hair in front (bangs i guess?) look really out of place with how they are. I can't quite put it in to words, but it just doesn't look right.
 
To keep the proper scaling between characters I'm leaving them as is. But I had to redo the Anttaru model scaling. So i ended up having to rearrange my lighting set up, and increase the intensity of the 3 lights in the scene. This effected the over all look of the render and i spent a good while trying to fix it the best i can, it's still not bad.

The silver Elvaan look is cool. Not as real as I'd like it to be, so I'll be tweaking the render when i get to the 3rd character for sure. For now i just don't have much time.
Gerry2.jpg

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I like this one better of the two. I'll call it "Tanks all the Time from the looks of it, he's been through a lot, over a long period of "time".
Gerry1.jpg


I'm going to head out, and continue this thread when I return home tomorrow evening. Spend some time with family and such, so i won't be able to continue until then.

i like your work man...

As Iso said i'm learning Maya 2008 Unlimited. My only gripe is the Aegis... is there any way to grab the vertx's and extrude the faces of the shield?
 
Wow it looks really nice :) I wish I knew how to do this stuff D:
 
i like your work man...

As Iso said i'm learning Maya 2008 Unlimited. My only gripe is the Aegis... is there any way to grab the vertx's and extrude the faces of the shield?

Yes. But extruding the face will do nothing for the detail on it. For things like that creating a bump map is the solution. When i'm done horsing around I'll look into setting one up for it so the light will refract around the detail on the texture making look dimensional and not flat. For now I'll reduce the specularity on the shield.

I've made Isollde's character in Model viewer the best i can. I stopped playing FFXI last October, so that body armor she has is either a new piece, or it's custom. So I'm going to use a Nashira set.

Tell me more about what you've learned in Maya and feel free to post some images here. I'll help you.
 
All the screens look really good. The only complaint i have is the second screen in the OP. The few strands of hair in front (bangs i guess?) look really out of place with how they are. I can't quite put it in to words, but it just doesn't look right.

The hair is all in place, the only thing thats bothersome to me about the hair is the texturing along the edges. It's to pix-lated. That is the result of the low rez texture it has for it. I thought about airbrushing it, but without that crappy edge, the detail in the hair will probably become hard to see. None the less I'll fix it after i rig the bugger for animation.
 
Yes. But extruding the face will do nothing for the detail on it. For things like that creating a bump map is the solution. When i'm done horsing around I'll look into setting one up for it so the light will refract around the detail on the texture making look dimensional and not flat. For now I'll reduce the specularity on the shield.

I've made Isollde's character in Model viewer the best i can. I stopped playing FFXI last October, so that body armor she has is either a new piece, or it's custom. So I'm going to use a Nashira set.

Tell me more about what you've learned in Maya and feel free to post some images here. I'll help you.

Going through one of Autodesks 756 page books to teach myself the basics of maya.... on chapter 6 which moves into animating and keyframes. I havent gone into this yet mainly because, i also work with CS3 Flash and currently working on a new animation for my site... the last thing i want is confusion based upon animation techniques. From what i've learned through maya as of right now is most 3D imaging, Polygons, Nurbs, Sub-divisions, Iso-parms, etc.

What i want out of maya is essentially the ability to customize my own toons of my book and to possibly animate a world in which I dreamt myself.

Doing a movie with ffxi characters in a nicely rendered format would be awesome. Only gripe is taking images say from Model Viewer and importing them, then extruding (or bumbing) what SE has flattend for gaming into a movie.
 
Going through one of Autodesks 756 page books to teach myself the basics of maya.... on chapter 6 which moves into animating and keyframes. I havent gone into this yet mainly because, i also work with CS3 Flash and currently working on a new animation for my site... the last thing i want is confusion based upon animation techniques. From what i've learned through maya as of right now is most 3D imaging, Polygons, Nurbs, Sub-divisions, Iso-parms, etc.

The Maya Bible lol. You should check out Maya PLE (Personal Learning Edition). It's actually free and its suppose to be for learning use, I never tried it before but I hear it's good. It'll watermark your output though, so don't make anything awesome on it.

There use to be a secret war between Nurbs and Polygons in the 3D communities. Sub D's, I only know 2 guys that use them.

Moink said:
What i want out of maya is essentially the ability to customize my own toons of my book and to possibly animate a world in which I dreamt myself.

Yeah Maya have a nice toon shader system, it's very easy to use. Check out this thread. Here i reverse a cell shade on a 3D model, then i start building one from scratch then i run a test cell shade on it.

http://www.qcdn.org/ffxi/showthread.php?t=54327

Moink said:
Doing a movie with ffxi characters in a nicely rendered format would be awesome. Only gripe is taking images say from Model Viewer and importing them, then extruding (or bumbing) what SE has flattend for gaming into a movie.

It's a very laid back process actually just select the mesh and command it to smoothen. The only difficulties I'm undergoing here, is rendering, and having to tweak the texture for every head.

I actually applied a Bump map to the shield, so it doesn't look so flat anymore.
Shieldfix.jpg


New character added to the scene.
Group2.jpg


This one i applied a bump map and inverted it. shadows are too dark, but i just want to move one.

Isolated
Isollde1.jpg


I should have increased the lit colour for the red armor.
 
I don't know why but I've always loved the phrase "bump mapping." Anyway, it is coming along pretty well. I really like the shield and the lilac corsage. Some of the lighting on them makes it look like they are made of plastic to me. Not a bad thing but not sure if that's what you were wanting it to look like. Bump mapping the hair just a tiny bit would make it look more realistic. Do it how you want though it looks great. :) I've never worked with Maya but have heard great things about it.
 
kinda hate how ordinary people(no offense to you all) can do this but SE can't make decent plastic figures for their life....remember those figures released for sale months back? These bring them much shame...

Except the sandorian ring and choco stuff...
 
The Maya Bible lol. You should check out Maya PLE (Personal Learning Edition). It's actually free and its suppose to be for learning use, I never tried it before but I hear it's good. It'll watermark your output though, so don't make anything awesome on it.

There use to be a secret war between Nurbs and Polygons in the 3D communities. Sub D's, I only know 2 guys that use them.



Yeah Maya have a nice toon shader system, it's very easy to use. Check out this thread. Here i reverse a cell shade on a 3D model, then i start building one from scratch then i run a test cell shade on it.

http://www.qcdn.org/ffxi/showthread.php?t=54327



It's a very laid back process actually just select the mesh and command it to smoothen. The only difficulties I'm undergoing here, is rendering, and having to tweak the texture for every head.

I actually applied a Bump map to the shield, so it doesn't look so flat anymore.

I looked into Maya PLE, and... although it is free it doesn't come with every tool. Hence why I have the $4,000.00 program. Also whether or not Sub Div are of any good is up to the main community, however, it doesnt hurt to learn them. I don't see myself dipping into SubDiv much either unless I really feel like going into great detail.

I found Nurbs similar to sculptiing with clay and Polygons more like pencil drawings.
 
These look great! Makes me want to mess around in it too.

Can you give a little more instruction on how to use the export .MQO in Model viewer?

Also, what is the 3D Convertor you mentioned? Where can I download it?

I totally want to make a FFXI movie like the Dead Fantasy videos...let's do eeeet!
 
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