I think what a lot of us are interested in is to take existing MK9 models and modify them for alt costumes and ect.... for example take sub-zero's mk3 skin and add a mask and hood to make it look right.
That is once the plugin is released of course (hint hint)
Character mesh mod test
- DFSHINNOK7
- Mortal
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- Joined: Fri Jun 01, 2012 5:52 pm
- Side: Light
Re: Character mesh mod test
Great job aman, But is there any limits or you can "technically" take any 3D model and put it in the game?
Re: Character mesh mod test
I was thinking about maybe this skin perhaps as DLC Character, or DLC Costume...
http://pre01.deviantart.net/7c03/th/pre ... 8cl6yy.jpg
http://pre01.deviantart.net/7c03/th/pre ... 8cl6yy.jpg
I have great faith in fools; self confidence my friends call it. - Edgar Allan Poe
Re: Character mesh mod test
What I did was to put a new shell (mesh) over the existing character skeleton (armature in blender's term). *technically* you can use any mesh that match the size and pose of the replaced character. Getting the mesh rig and deform correctly is still a challenge, I don;t know blender enough to get good result.DFSHINNOK7 wrote:Great job aman, But is there any limits or you can "technically" take any 3D model and put it in the game?
- federicodemiso
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- Joined: Fri Aug 14, 2015 11:52 am
Re: Character mesh mod test
(First I apologize for my bad English) I've been trying something similar with the MKX, I have no intention of replacing the mesh completely, I just want to modify the same mesh and then edit the corresponding texture and UV, to avoid problems with the rigging and polycount. I wonder how the mesh injection is performed.
Re: Character mesh mod test
I tried to use your skin but I only can see Normal Skarlet. I don't know what is wrong.