Kusang_Manalo wrote:I kinda expected you to be on board that series thing... ah well. But doing this teaser thing will certainly hype up your FiM fic. Gets more attention that way, I suppose.
If ever you decide to do a series/ mini-series, would you consider using the models done in SFM?
Well, I'm already trying to do certain SCENES in 3D. Actually, at this very moment I'm working to patch Nahka's upgraded SFM models so they'll work in Max.
Problem is, he modeled the facial expressions using modeled busts of three different heads, and each head has expressions the others don't for some reason.
See, in Source, I guess the in-game morpher is good at approximating or something, so it all worked when he ported it to the engine.
In Max though? Your vertices all get specific numbers in a model, and those get matched to the same number in a facial expression clone. No approximating. If I port in the different head models (Fluttershy and Rarity, because their eyes are slightly different) even if I got the vertex count correct, the morph would match the wrong vertices and create an unusable mess.
So right now, I'm going through the other facial expressions, and using a tedious-as-fuck method of vertex snapping to match the original model to the other facial expressions. Which means, yes, I'm selecting individual vertices in a DETAIL DENSE model, and moving them to the right spot with snapping. And let me tell you, I HATE the corner of the mouth, because it's always where the polys bunch up and overlap, and then I can't see shit.
Literally, I'm doing a single expression an hour, if I'm lucky. Tell me I'm not fucking dedicated...