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>>591415
It's not worth the hassle. Animate your shitty porn in proper 3D software.
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>>591417
yep
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>>591417
what makes sfm interesting is the fucking huge library of free character rigs to animate with. Not a single other 3D software can compete with that
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>>591431
they all can since they can be converted back to a reasonable format

xnalara also has a large userbase of porters
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>>591415
Fixed it for you.
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>>591417

Even Daz is better than SFM.
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>>591417

This. As someone who used to work with Source engine for over 6 years, FUCK source engine modelling workflow. Its absolutely godawful and the time spent learning how to rig ,compile and troubleshoot for source engine would be better spent elsewhere.
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>>591431
You can use Crowbar and plug-ins to convert them, although it's a fucking pain and I wish people would just distribute the raw file so I could just import it to Blender without Crowbar and the other shit
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>>591415
as others have said, don't. it's not worth it.
if it's for you, there are saner programs you could use that don't require jumping through valve's bullshit pipeline.
if it's for the "community" the community will not be grateful. the SFM community is a bag of shit.
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>>591431
sfm is not 3d software, it's a toy for making tf2 meme videos. the intended workflow, as explained in the official tutorials, was to record replays of yourself playing tf2 and then use sfm's tools to tweak the replays, add dialogue etc. yes, you can import arbitrary assets and animate them from scratch but the software is awkward, unstable and very light on features. valve, being valve, rapidly lost interest and stopped supporting it. yes, people make a lot of porn with it but don't expect to ever see another update. i think they don't even have the contest for tf2 videos anymore. sfm's deader than half life 3.

and yes, there is a huge database of character models but the quality is mostly horrible. the ugly materials, the fucked-up weight painting, the crappy facial flexes... i'd consider about 90% of what's available to be unusable without putting serious work into fixing it, which of course requires dealing with an arcane asset pipeline, the origins of which predate valve itself. i hope you'll enjoy learning a special scripting language just to convert models! the language is called qc. the q stands for quake. yes, valve in 2017 are still relying on code written by john carmack for the first quake game, 21 years ago.

don't fucking get into this shit, seriously. it would be more productive to rip the models straight out of the relevant games into blender/maya/whatever and do all the work there because at least you're practicing actual skills that have other uses and not wasting your life memorizing this:

developer.valvesoftware.com/wiki/QC_Commands
developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters
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>>591415
If you already have the character models and such, it would honestly be so much better to use proper cg software. SFM is praised for being this easy to use miracle software and it's easy to use because it's fucking horrible with everything. It doesn't take too much at all to rig up an environment in blender, if you're willing to use SFM I think blender would be a step in the right direction for you.

ofc, very off topic reply and I'm probably going to get fucking crucified for saying anything than a Gaben meme or some juvenile shit. Just felt it was somewhat important that I rant about how bad SFM is on the SFM thread.
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How is this thread still alive?
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>>591507
Thanks for the heads up, I was literally just looking into the first tutorials. I'm fairly proficient with blender and have converted a few SFM models with crowbar. SFM is a mess.

Any suggestions on adjusting the texture shaders and what not? Importing the SMD/MDL is fine but the texture setup is always awful. Not sure if this is because of the original model having a shit shader or the conversion process.




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