Atom model failure

#1
Hello, guys!
I'm having a issue with this model
https://tetsuwanatom.deviantart.com/art/...-405937500
The eyes are so big that I can't render them correctly, any ideas?
I know the character is mostly known as "Astro Boy", but I don't bother with the dub anymore since it's actually a kid's friendly version of the original.

But, what matters is the model anyway, right?
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#2
Astro Boy! Looks nice. Are you trying to render the model in Metasequoia, or some other program? Can you explain exactly what problem you are having when you try to render. ‎ 
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#3
I want to fix him up and then have a friend to convert and rig to Metasequoia.

But, it's like this, I try to add the eye texture and Atom's eyes get messed up and larger.

The eye brown texture is also messed that I can't make it work right.

Do you wish to take a look? I could send the model by PM.
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#4
Sure, I will take a look at it. ‎ 
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#5
The texturing problem is because you have several settings adjusted to where they are fighting each other. In the material properties panel. You have the "color" set to one thing, then you are using a texture with a different color, and finally, you have the "ambient" and "emission" light turned up all the way which turns everything whitish.

Also, the textures for things like the hair, belt and pants have a light reflection painted into them, but you also have the "specular" setting turned all the way up. Specular makes a material shiny, so your texture's reflection is fighting against your specular setting. You should use either texture highlights or specular highlights, but not both. Attached is a picture with the settings adjusted as I would recommend. I'll send you the models in PM.

What you probably want to do with this model is use no texture for the solid color parts, and instead adjust the polygon color. Then turn the "emission" to 0, "ambient" to 0.6, and specular to around 0.5.

The eye size was just a UV scaling issue. (See picture)

The problem with the animation is simply that the skeleton and anchors are not set up properly. The position of the bones in the skeleton don't match the model's joints (See picture) and the anchor boxes are not covered with the proper materials so they aren't functioning. I believe you are supposed to cover an anchor box with the same unique material as it's bone.


Attached Files Thumbnail(s)
           
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#6
I see it now.
Hope I don't need to update keynote, it does love to fail on me....
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#7
The Uran PMD is just not rigged correctly. Attached is a sample ‎  model (I didn't make it) that might help you see how it should be done. Rigging a model is a fairly big job, it just takes time and patience.


Attached Files
.zip   combatsan.zip (Size: 473.43 KB / Downloads: 106)
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#8
(2013-10-13, 11:17 PM)HwitVlf link Wrote:The Uran PMD is just not rigged correctly. Attached is a sample ‎  model (I didn't make it) that might help you see how it should be done. Rigging a model is a fairly bog job, it just takes time and patience.
I tried to convert the mqo to x.file, but it got error saying it failed to save.

I wonder what could be the problem, my operational system or a missing plugin.

I have made some tests on Uran in ‎  Miku ‎  Miku Dance and she can't move her arms and legs so high without having them deformed.

It's a tad of boring that she can't move her fingers.
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#9
There are 2 X file plugins. One comes with Metasequoia and the other comes with Keynote. If you're saving an animated model, you have to use the Keynote X plugin and you have to be in "Motion" mode.
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#10
(2013-10-14, 02:04 AM)HwitVlf link Wrote:There are 2 X file plugins. One comes with Metasequoia and the other comes with Keynote. If you're saving an animated model, you have to use the Keynote X plugin and you have to be in "Motion" mode.

Keynote X plugin? I could not find it for what I searched.
I got the Metasequoia 4, but since I have no full version, little I can do about it.

Hope I can find support on-line, though it may be difficult.
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