Now keep your model program open, we need to find the coordinates of the eyes to use in the qc file. You should now save the model and export it as an smd (you might want to check if the rigging still work, so before you save see if moving/rotating one of the bones still works fine). Now click editable poly or editable mesh and then click skin. Once this is done you can close the material editor. Do the same thing as you did for the right eye, but now select the left eye using element selection, use another sphere and use eyeball_l.tga instead of eyeball_r.tga. The texture on the eye may look weird now, but that's okay (the uv-map might not be correct, but the source engine will not use the UV-map for the eyes, so no problem) You are now back in the material editor, click assign material to selection and then click show shaded material in view. Now find the eyeball_r.tga you saved and click open. Select Maps>Standard>Bitmap and press okay. And select one of the spheres and click the square to the right of diffuse. Now go to rendering>material editor>compact material editor. Now select the right eyeball (it'll turn red to show the faces of the eyeball are selected). Select the entire mesh of the model and under Editable Mesh or Editable Poly, select Element. Start up 3DSmax and load the model you want to add eye-posing to. If you use something else, you will have to figure out the exact steps on how to do this yourself, but the process should be very similar. Adding the materials to the 3D model I will be explaining how to do everything in 3DSmax. This will tell Source where the mesh for the eyes is located. This texture is now ready to be converted, but let's first use these 2 textures to determine the areas of the mesh which will be used for the eyes. Now save this file twice as eyeball_l.tga and eyeball_r.tga. Scale the copied texture so the iris has the same size as the eye texture you exported. Now copy the texture you want the eyes to use on top of this. ![]() tga file with a 2D editing program like Photoshop. Open this file with vtfedit and export it as a. vtf file containing the eye texture of that model. Go to the materials folder of a model that has working eye-posing in SFM and find the. If you want to do it differently, be my guest. ![]() Creating the eye-textures for use in Source I take the time-saving approach of copying the textures of a working model and adapting the new textures to their measurements. This tutorial assumes you know the basics of working with a 3D modelling program and a 2D editing program, how to compile a model for SFM, how to convert textures to vtf files and how to set up standard vmt files. What you've stumbled upon is a tutorial on how to create eye-posing for Source Filmmaker (using flexes and the viewtarget that is), using a step by step approach. This is something I've been meaning to do for quite some time, but I never got to it.
0 Comments
Leave a Reply. |