USF4 | PC Custom Skin Thread

thanks a lot I plan on making a couple.

http://img560.imageshack.us/img560/5681/cuteroseunpossiblequest.jpg

Rough test after most of an evening wrestling with how to lever a fully rebuilt and re-rigged face and head back into the game. Her neck is super fucked up and some of the bones REALLY don’t play nice, especially in win screen pose, idk what to do aboot that other than keep trying with differing weights. She looks very cute in motion when doing Soul Satellite, kinda hard to get a good screen of it. Definitely not so cute at some other times/animations.

It’s proving to be a learning experience for sure.

Hello there and congrats for your amazing work for all of your skins.
I’m new to this forum and i’m very impressed from your work.
I would like to ask you if it’s possible to make a skin mod for me. Is not anything complex (at least judging from others that i see here)

Actualy what i want is not to create something new but instead to change something from one model to another.
I searched and i found a guide here but it was too complicated for me to do it myself so please dont hateo_O

What i want to do is to change the hair from the original outfit of Ken to long hair from the official download content skin, nothing less nothing more.
If someone can do it for my it would be a awsome. :slight_smile:

thank you and keep the good work :clapdos:

make her neck a weee bit smaller and we got a winner

Yeah the neck there is the old/default, which is like a linebacker’s. Buuuut I went back to a previous version and reworking some stuff. It does seem unfortunately like the areas which are least cooperating with very involved facial animation (particularly the victory/result screen), are the bits which divert the most from her normal face shape.

Kinda having to sacrifice a balance between looking good in max/specific ingame situations, and pulling back changes slightly to get the rig to cooperate :<

Lol… looks like Makoto is about to punch Sakura in the back of the head.

@mugenlove looks good. i’m surprised you got the cape to animate ok. I don’t think Guy’s skeleton has any bones to animate anything like a cape?

@Augh wow looks really good. Looks more like her portrait art now. I guess the animation issues should be expected as you are moving around the vertices but not the bones that they are assigned to.

I used his second model, he has a little tiny cloth like ryu’s and it goes around his waist. I was able to assign batman’s cape to those bones witch is not much

@sloth: Having slept on it, I’m pretty sure it’s down to my very blunt force trauma approach to skinning, just made worse at the areas where her mesh is diverging a lot from the original shape. What I’m doing is basically:

Work up from the basic mesh in Max with no weights, where possible I avoid changing the topology too much, but obviously there’s a lot of reworking to do. Some places simply need rows added, retriangulating (why didn’t you do this manually Capcom, or at least go back and repair incorrectly triangulated areas?), obviously a lot of vert changing. This pmuch results in a lot of tiny tweaks all over, raised hairline (good eye btw), slimmed chin and jawline, slimmed neck, reduced ears, adjusted cranium, nips and tucks all round. Mostly just her eye and lip areas stay aboot the same in the end.

Chop into areas and materials, to avoid 25+ bones on any submesh/material and weight them using mostly Skin Wrap cloning from a Blendered .smd of the original head, so it apes the original setup as closely as possible. Go through them all removing bones with no influence such as right brow bone from lower left face area etc. Max has a 4 bone influence limiter function in its skin tool, so it can kinda approximate and re-share the weighting (uhhh I think) between the stronger bone influences at cost of the lesser ones(?)

Export as .smd, import TO Blender, re-export FROM Blender as another .smd, convert to .emg, emoappend to model.

Repeat those last 2 steps until it will compile to .emg without bone (24) or weight (4) errors.

Seems like mostly the issues were coming from the area most strongly affected by the interacting of neck and jaw bones. I’ll see how far I can get her today, then possibly just work up the base mesh as good as I can, and whine for help from someone better at the skinning part. Most of this process was based off the information donated by yourself and sensibeat in the Tech Talk thread, so thanks lots!

Ok, back to makeover clinic.

Seems like there are a lack of Juri mods…time to get to 2 work

Been a really long evening, I had to start from scratch testing on a model version I really hate (TRIANGLE HEAD), cause the one I’m happier with won’t compile. I have most of the snarls with facial bones out of the way, but it’s a total lottery if I can get a given model to export right atm, and even when she looks nice in profile, it’s going to be looooooong to get the front view to look, well, not like a triangle. Capcom are definitely trolling with that win pose too.

[media=youtube]dgDcy23L2Vs[/media]

"Following portrait art too closely might not be a good idea too, that chin is hella pointy."
Why not use this one then?

Spoiler

http://images.wikia.com/streetfighter/images/9/92/04_roseartwork.jpg

Use quite a lot of different reference, the shot there is about how she “should” look imo yeah.

Unfortunately between field of view, rigging and all the rest, what comes out is often hard to figure against what goes in. Given that it takes several hours to get a model out of modeling and into SSF currently for me, it’s kinda bitchy to make “fast” ingame checks :<

Ah, I see. That is quite a pain to deal with.

I thought there was one, but I forget where: Is there a place I can get the original costume files? I fucked up Makoto’s 2nd outfit without backing it up (MKT_02.obj.emo). If not, could someone upload that one for me?

I was trying to get the long hair model from Saint Makoto onto the other two outfits but apparently it didn’t take. Anyone able to help me with what I need to do to import the hair poly onto the other two models successfully? Thought it was going to be a simple extract & inject.

**@Sorwah
**

http://aemods.pbworks.com/w/page/44060266/Originals

Life kinda’ killed me for a bit so I never got around to that title screen mod. :frowning: Augh’s menu tut looks like it’ll put me directly on the right track again though.

Great progress so far. :slight_smile: I wasn’t too bothered by Rose’s model before (the chin was always annoying though), but actually seeing such an improved version makes me really wonder what the hell Capcom was thinking.

Here’s how I work in 3dsmax:

  1. I extract the .smd (skeleton+rigged parts I need) with EMG2SMD
  2. I import the .smd in Blender 2.59 and I export it as a new .smd (that will import correctly in 3dsmax)
  3. I import my modded .obj in 3dsmax (finished, textured, with 1 material name used for each submesh (or different diffusion maps names if you’re using the Wunderboy’s smd exporter for 3dsmax -see 4)-))
  4. I import the .smd (the one from Blender) in 3dsmax with Cannonfodder’s importer/exporter and I skin my mesh (in case it doesn’t support your 3dsmax version, another tool I didn’t tested very much is the Wunderboy’s importer/exporter)
  5. I export my rigged mesh from 3dsmax as a new .smd
  6. I import the new .smd in Blender 2.59 and I save it as a .blend
  7. I open the .blend in Blender 2.49b, I use the “Mesh/Weight Squash” script from the Blender NIF Scripts to match the 4 bones per vertex count and I save it as a new .blend
  8. I open the new .blend in Blender 2.59 and I export it as a .smd
  9. I convert the .smd to .emg with SMD2EMG and import it in the .emo with EMGSWAP (or the new EMOAppend)
  10. I edit the material names in the .emo with a hexadecimal editor (with that step I can give the same material to more than one submesh)

If you’re sure your mesh doesn’t exceed the 4 bones per vertex count, you don’t need to use Blender 2.49b, so after exporting your rigged mesh from 3dsmax as a smd, just import it in Blender 2.59 and export it as a new smd (if I use the smd from 3dsmax directly with SMD2EMG, I get an invisible mesh…)

Do not convert the smd to FBX, it may rotate some parts of the mesh and mess up your rigging, I learned it the hard way, I had to redo my whole skinning…

W.I.P.
I’m done skinning the body, no more gap between the neck and the head.
I still have some work to do on diffusion/normal maps (differences of colors in body parts) and I’m still testing different hairs’ rigging (using Rose’s scarf bones/nodes)
http://seemypic.net/images/mini/7872/02.jpg

Awesome that your Morrigan is almost done! Your tutorial makes about half sense to me. I kinda understand, but it’s a little confusing. Would you mind making a video tutorial sometime? If not, I’ll try to work from what you just said.

Wow that Morrigan model is crazy good. I mean, if I HAD to nitpick the only thing I could see wrong with it is that you can still see the outlines of where her top used to be (around the neck and shoulders) O, and she still has her Bruce Cambell chin :wink:

But that is like complaining you only got a 24karat diamond ring instead of the Hope Diamond when you got married.