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PostPosted: Thu Mar 08, 2012 8:03 am 
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Posts: 26
Looks great. I think it would be even better with 3D tie and lapel. :)


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PostPosted: Thu Mar 08, 2012 11:59 am 
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Joined: Wed Aug 10, 2011 9:17 pm
Posts: 54
Here's how it looks in game.
Image
And a LAB so you can try it yourself.
LAB file

It looks good. :)

Blacksad, as for getting the .obj files in the first place here are the latest versions of the programs I use to do these.
3doTools.zip

To get a .obj file:
1. Get the original .3do file (i.e mannysuit.3do)
2. Run "3doobj mannysuit.3do whatever.obj" to produce a .obj file that you can edit.

Then to update the model:
1. Export the new .obj file from Blender. Remember to tick "Include Normals".
2. Run "obj3do mannysuit.3do mannyNEW.obj mannysuitNEW.3do"
Where:
mannysuit.3do is the original .3do file
mannyNEW.obj is your updated .obj file
mannysuitNEW.3do is the name you want the new .3do file to have


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 Post subject:
PostPosted: Fri Mar 09, 2012 2:57 pm 
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Joined: Tue Jul 19, 2011 2:51 am
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Location: aka ThunderPeel2001
Looks good! I'll add the hires textures and see where it gets us!

Nit picks: A 3D tie would be nice. But my main concern is the hands... It would be great if they could look more "square".

Image

Not quite as ugly as this:

Image

But more like this:

Image

Otherwise, this is looking great!

I can't wait to see it with hires textures!


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PostPosted: Fri Mar 09, 2012 11:41 pm 
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thanx @cpl for the instructions. tried it with the other head models of manny. Texture mapping of head2 was messed up. head3 was ok.

Here are the improofed models.
manny_head2_new.obj
manny_head3_new.obj

Tried to compile it for myself but it didn't work. I have got the 3do files and packed it into a new lab (including the new mannysuit). suit was replaced but not the alternative head models.

@3d tie: we have to check if manny changes his chest model every time he changes the suit. if not, we can't make the tie in 3d because it wouldn't match with the different textures.


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 Post subject:
PostPosted: Tue Mar 13, 2012 9:52 pm 
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3D-Tie plus 3d-Collar.

Image Image Image

The Tie is very dark, so you can hardly see a 3D-efect.

The mesh without tie and collar has 92 quads.
Image

The new mesh has 203 additional quads.
Image

The whole Character model has now 1581 quads (3162 tris).
.blend :: .obj


Square fingers are coming soon. :D


Last edited by Blacksad on Wed Mar 14, 2012 5:33 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Mar 13, 2012 11:59 pm 
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Joined: Mon Sep 05, 2011 5:13 pm
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These renders look amazing! Perhaps you should "emboss" the tie and the collar even more... maybe the current state is too subtle to see without zooming.

But to see these awesome details we need higher resolution, anyone working on that?

Make some wallpapers out of these renders :) They're awesome!

P.S. http://www.youtube.com/watch?v=0qVc3huFEjM


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 Post subject:
PostPosted: Wed Mar 14, 2012 9:35 am 
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Posts: 26
Blacksad wrote:
3D-Tie plus 3d-Collar.

Very good. I imagine how he would look like with 3D teeth plus eye and nose cavities. Could you make those too?

Blacksad wrote:
Square fingers are coming soon. :D


Well, I think they look quite good rounded as they resemble real skeleton:
http://www.superstock.com/stock-photos- ... 74R-018935


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 Post subject:
PostPosted: Fri Mar 16, 2012 10:08 pm 
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ultraneonoirantihero wrote:
Make some wallpapers out of these renders :)

Just for fun (I'm not very good in photoshopping :) ) and only with low res textures.

Image
2560x1440

George22 wrote:
Very good. I imagine how he would look like with 3D teeth plus eye and nose cavities. Could you make those too?

3D Face-details would be not so good, because the talking animation works by switching between 10 different images and just 3 different head-models. So we can't make a fitted head for each expression.


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PostPosted: Fri Mar 16, 2012 10:45 pm 
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Joined: Sun Feb 26, 2012 5:27 pm
Posts: 20
It is a really cool idea and very nice work!!!


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PostPosted: Sat Mar 17, 2012 9:56 am 
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Joined: Mon May 04, 2009 8:06 am
Posts: 66
That looks amazing, feet and pants are great!


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 Post subject:
PostPosted: Sat Mar 17, 2012 3:38 pm 
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Those shoes are incredible, very stylish & slick... not like those default clownish shoes! This has to be the best Many model so far :) Don't change a thing, it's perfect.

Is anyone working on unlocking higher resolution in Residual?

P.S. Please make some more wallpapers :)


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 Post subject:
PostPosted: Sun Mar 18, 2012 1:31 am 
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Here are three versions of the finished model.

1st: Manny with a flat chest and round fingers. 1420 quads (2840 tris) :: .obj :: .lab
2nd: Manny with 3d tie and collar and round fingers. 1635 quads (3270 tris) :: .obj :: .lab
3rd: Manny with 3d tie and collar and square fingers. 2043 quads (4086 tris) :: .obj :: .lab

Framerate is stable for all three models. Take a look, wich one you prefere. If you see any glitches (intersecting parts for example) please report. Afaik, the shading glitch on the forehead is an issue of transforming the .obj into the .3do format.


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 Post subject: HQ music
PostPosted: Mon Mar 19, 2012 9:51 pm 
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I remember watching one of the panels at E3 or GDC one year... and the iMUSE guys were talking about the tool and demoing Grim Fandango's music (along with the initial recorded placeholder of Tim Schafer talking in detail about each area that you go to and what it would sound like there).

Anyway, they were demoing the music at 44.1khz stereo, and I think the in-game music is 22K, maybe even 8-bit and/or mono?

Though it may be impossible to get the full lossless source, I wonder if some of the tracks on the CD soundtrack could be used in an enhanced version of the game?


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 Post subject:
PostPosted: Mon Mar 19, 2012 11:43 pm 
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Joined: Tue Jul 19, 2011 2:51 am
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Location: aka ThunderPeel2001
Hi-res Manny is here!

Image

Some issues remain:
1. The weird lighting issue on his forehead.
2. No facial animation (can't seem to create multi-framed .MAT files -- I know somaen was working on a solution for this).
3. Manny's chin goes into his body (pictured).

Any more?

Play with him for yourself:

Simply drop the following file into your Grim Fandango folder (alongside the other DATAxxx.lab files) and run ResidualVM! (It won't affect your game files in ANY way!)

http://www.thunderpeel2001.com/grim/DATAUSR.lab


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 Post subject:
PostPosted: Tue Mar 20, 2012 6:14 am 
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Joined: Wed Aug 10, 2011 9:17 pm
Posts: 54
That lighting on the forehead is pretty strange, it looks like a normal got flipped, but it seems strange that it would be just one like that.

I tried building a .3do from one of the .obj files that Blacksad posted earlier and it actually turned out without this glitch weirdly enough. I guess maybe try again? Otherwise if you upload the latest .obj (was it one of the three posted earlier?) I can make the .3do and upload it.


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