MARVEL MODS MODELING TUTORIAL
CHAPTER 1: INTRODUCTION
By BaconWizard17
Table of ContentsMain Content- Introduction (https://marvelmods.com/forum/index.php/topic,10797.msg197654.html#msg197654)
- Project Folder Setup (https://marvelmods.com/forum/index.php/topic,10797.msg197655.html#msg197655)
- 3ds Max (https://marvelmods.com/forum/index.php/topic,10797.msg197656.html#msg197656)
- Converting igb Files (https://marvelmods.com/forum/index.php/topic,10797.msg197657.html#msg197657)
- Importing Models from Other Games (https://marvelmods.com/forum/index.php/topic,10797.msg197742.html#msg197742)
- 2D Asset Templates (https://marvelmods.com/forum/index.php/topic,10797.msg197743.html#msg197743)
- Textures (https://marvelmods.com/forum/index.php/topic,10797.msg197744.html#msg197744)
- 3D Heads (https://marvelmods.com/forum/index.php/topic,10797.msg197745.html#msg197745)
- Mannequins (https://marvelmods.com/forum/index.php/topic,10797.msg197762.html#msg197762)
- BoltOns (https://marvelmods.com/forum/index.php/topic,10797.msg197792.html#msg197792)
- Other Models (Power and Map Models) (https://marvelmods.com/forum/index.php/topic,10797.msg197805.html#msg197805)
- Skins (Bipeds) (https://marvelmods.com/forum/index.php/topic,10797.msg197941.html#msg197941)
- Skins (Physique) (https://marvelmods.com/forum/index.php/topic,10797.msg197942.html#msg197942)
- Skins (Skin Modifier) (https://marvelmods.com/forum/index.php/topic,10797.msg197944.html#msg197944)
- Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945)
- igbFinisher (https://marvelmods.com/forum/index.php/topic,10797.msg197948.html#msg197948)
Supplemental Content- Supplement 1 - Kitbashing Models (https://marvelmods.com/forum/index.php/topic,10797.msg197966.html#msg197966)
- Supplement 2 - Reducing Polygon Count (https://marvelmods.com/forum/index.php/topic,10797.msg197975.html#msg197975)
- Supplement 3 - Adjusting Model Proportions (https://marvelmods.com/forum/index.php/topic,10797.msg197976.html#msg197976)
- Supplement 4 - Advanced Bipeds (https://marvelmods.com/forum/index.php/topic,10797.msg197977.html#msg197977)
- Supplement 5 - Animated Models (https://marvelmods.com/forum/index.php/topic,10797.msg197990.html#msg197990)
- Supplement 6 - Outlines/Cel Shading (https://marvelmods.com/forum/index.php/topic,10797.msg199005.html#msg199005)
- SUpplement 7 - Skin Segments (https://marvelmods.com/forum/index.php/topic,10797.msg199722.html#msg199722)
- Supplement 8 - fx Bones (https://marvelmods.com/forum/index.php/topic,10797.msg199723.html#msg199723)
- Supplement 9 - Post-Processing for Transparency (https://marvelmods.com/forum/index.php/topic,10797.msg199724.html#msg199724)
- Supplement 10 - Console-Specific Format and Optimization Documentation (https://marvelmods.com/forum/index.php/topic,10797.msg200578.html#msg200578)
What is Covered in This Tutorial This tutorial covers how to make custom models for X-Men Legends, X-Men Legends II, Ultimate Alliance, and the n-space (last-gen) versions of Ultimate Alliance 2. This includes skins, mannequins, 3D heads, boltons, power models, and map models. It also covers 2D assets, like conversation portraits (HUDs) and character select portraits (CSPs). The tutorial describes the entire modeling process, broken into steps. Each section will link to subsequent sections that are used by it.
Which File Does What- Skins: The visual files of the characters. Skins have skeletons that support animations. They are the hardest models to make because of the skeletons. They are used in X-Men Legends, X-Men Legends II, Ultimate Alliance, and Ultimate Alliance 2.
- Required chapters: 2-3; 4 or 5; 7; 12-14; 15-16 (as needed); 17-18; Supplement 1-4 (as needed); Supplement 6-7 (as needed)
- 3D Heads: Also called UI heads, 3D HUDs, etc. They are used only in X-Men Legends and X-Men Legends II. They are the floating heads that indicate which character you're controlling during the game.
- Required chapters: 2-3; 4 or 5; 7-8; 17-18; Supplement 1-3 (as needed); Supplement 7 (as needed)
- Mannequins: They are the models that show up in the character selection screen for Ultimate Alliance and Ultimate Alliance 2. They should be made from a complete or existing skin.
- Required chapters: 2-4; 7; 9; 17-18; Supplement 5 (as needed); Supplement 7 (as needed)
- BoltOns: They are separate models that can be attached to characters in the game. Usually, these are weapons. They are static objects. They can be used in X-Men Legends, X-Men Legends II, Ultimate Alliance, or Ultimate Alliance 2.
- Required chapters: 2-3; 4 or 5; 7; 10; 15 (as needed); 17-18; Supplement 1-2 (as needed); Supplement 5 (as needed); Supplement 7 (as needed)
- Other Models: These are any other 3D models found in the game. This includes models used in powers and those found in maps. They are static objects. They can be used in X-Men Legends, X-Men Legends II, Ultimate Alliance, or Ultimate Alliance 2.
- Required chapters: 2-3; 4 or 5; 7; 11; 15 (as needed); 17-18; Supplement 1-2 (as needed); Supplement 5 (as needed); Supplement 7 (as needed)
- Conversation Portraits (HUDs): Also called hud_heads. These are the portraits that show you which characters are speaking in a conversation. In MUA1 and MUA2, they also show you who you're currently controlling. You should only create HUDs using this tutorial if you want to create them for all consoles. If you're only creating HUDs for MUA1 PC, check out the Alchemy 5 Texture Replacement Method (https://marvelmods.com/forum/index.php/topic,11009.0.html)
- Required chapters: 2-3; 6; 17-18
- Character Select Portraits (CSPs): These are the portraits that show you which characters are available in XML1 and XML2. They're not used in MUA1 or MUA2. It's not possible to create these with the Alchemy 5 Texture Replacement Method (https://marvelmods.com/forum/index.php/topic,11009.0.html), so this tutorial is the best way to create them.
- Required chapters: 2-3; 6; 17-18
- Power Icons: These are the textures of the icons associated with character powers. You should only create power icons using this tutorial if you want to create them for all games and consoles. If you're only creating power icons for MUA1 PC, check out the Alchemy 5 Texture Replacement Method (https://marvelmods.com/forum/index.php/topic,11009.0.html)
- Required chapters: 2-3; 6; 17-18
- Comic Covers: These are the textures of the collectible comic book covers that are used in XML1, XML2, and MUA1. You should only create comic covers using this tutorial if you want to create them for all games and consoles. If you're only creating comic covers for MUA1 PC, check out the Alchemy 5 Texture Replacement Method (https://marvelmods.com/forum/index.php/topic,11009.0.html)
- Required chapters: 2-3; 6; 17-18
- Loading Screens: These are the textures of the screens shown when loading levels in all 4 games. You should only create loading screens using this tutorial if you want to create them for all games and consoles. If you're only creating loading screens for MUA1 PC, check out the Alchemy 5 Texture Replacement Method (https://marvelmods.com/forum/index.php/topic,11009.0.html)
- Required chapters: 2-3; 6; 17-18
Next Steps The next place to visit is Chapter 2 - Project Folder Setup (https://marvelmods.com/forum/index.php/topic,10797.msg197655.html#msg197655).
Credits and Thanks Special thanks to andersonbrazil, BLaw, Julio Cabral, nikita488, Outsider, Teancum, thetommyboy2002, UltraMegaMagnus, ak2yny, MrKablamm0fish, and all the other wonderful community members who have made this tutorial possible. All the tips and knowledge, whether it's big or small, have been critical to this tutorial, and without the great members that have made tutorials before me or figured out key bits of information, I would've never learned to make custom models. Thank you all. As this community continues to march on and make new content for our beloved games, it's you that have made it possible to pass on this knowledge.
MARVEL MODS MODELING TUTORIAL
CHAPTER 2: PROJECT FOLDER SETUP
By BaconWizard17
Introduction Before you start on your modeling journey, you may want to get a folder set up where you will store all of your modeling projects and files. There are many ways to set up your folder. You may have your own preference on how you want to do it, but I'm going to share my recommendations here to any new people or anyone who wants to change their organization.
GitHub GitHub is a platform, often used in code projects, that allows you to host your files in a specific location, share them, and control their revisions. It's also something that can be useful for other project types, like modeling. It's not required to use GitHub for your models, but this is what I do.
I prefer to use GitHub because I can work on the same files on my laptop and desktop without having to copy them around. It also allows me to revert to older files if I accidentally overwrite them. If you decide to use it, you can follow Using GitHub in Modding Projects (https://marvelmods.com/forum/index.php/topic,11602.0.html) to learn how to set up a repository and track your revisions. The repository name can be anything; mine is called
BaconWizard17-Custom-Models. I keep it in
C:\GitHub. You should also add this .gitignore (https://www.mediafire.com/file_premium/1rgs40t460r8rc3/) file to your repository so that it will ignore certain unnecessary file types.
If you choose not to use GitHub, you can store your custom models in any folder on your computer, but I still recommend something with a shorter file path.
Folders Here's how I organize my folders, which you can choose to follow if you wish:
Expand to see steps
Within my main project folder, I create folders for major asset types:
(https://a.l3n.co/P19ytm.png)
The
Characters folder is where I do most of my work. Inside, I create a folder for each character:
(https://d.l3n.co/P195Ki.png)
And then with a character-specific folder, I create folders for the different asset types used by characters:
(https://a.l3n.co/P19GPo.png)
Then sub-folders for each specific asset:
(https://c.l3n.co/P19hj9.png)
Within each asset-specific folder, I store the max files, the texture's .xcf source file, and the exported texture:
(https://a.l3n.co/P1d2q2.png)
Feel free to use and replicate this folder structure for your own project, modify it how you wish, or go with a completely different structure.
Next Steps Now that you've got your project folder started, you can get the rest of your tools set up! Proceed to Chapter 3 (https://marvelmods.com/forum/index.php/topic,10797.msg197656.html#msg197656) to learn how to set up 3ds Max.
MARVEL MODS MODELING TUTORIAL
CHAPTER 3: 3DS MAX
By BaconWizard17
Introduction 3ds Max is the primary software used to create and export models for X-Men Legends, X-Men Legends II, Ultimate Alliance, and the last-gen versions of Ultimate Alliance 2. However, new versions of the software don't support the plugins for the game's native 3d model format, igb files. The main plugin that's used is the Alchemy 2.5 plugin, which is only compatible with 3ds Max 5.
Installing VirtualBox and the Virtual Machine Because 3ds Max 5 is so old, it has to be installed on a virtual machine. A virtual machine is like a virtual computer that's on your regular computer. In this case, the virtual machine runs Windows XP, which is the operating system that 3ds Max 5 runs properly on. This version of 3ds Max is the only one that can be used, and it will not run on Windows 7/Windows 8/Windows 10 PCs. Here's how to get it set up:
Expand to see steps
- You can find the Marvel Mods virtual machine at this link (https://marvelmods.com/forum/index.php/topic,11443.0.html). To download it, go to the download link and click the link that says "H.263" on the right side. This should download a file called MarvelMods.ova.
(https://c.l3n.co/i/pKJvA1.png)
- To use the virtual machine, you need a program to run it. For this, you'll need VirtualBox. You can download it on their website (https://www.virtualbox.org/wiki/Downloads). Choose to download the latest version for Windows hosts.
(https://a.l3n.co/i/pKJY5Z.png)
- Next, you'll need to install VirtualBox. You don't need to change anything for the first Custom Setup screen. For the second, I usually prefer not to have a shortcut in the Quick Launch Bar, but that's up to you.
(https://a.l3n.co/i/pKJFs9.png)(https://c.l3n.co/i/pKJbVC.png)(https://a.l3n.co/i/pKJwn5.png)
- You can install the network interfaces, but it's not required.
(https://b.l3n.co/i/pKJ5ET.png)
- Proceed with the installation at this screen.
(https://a.l3n.co/i/pKQAD3.png)
- When you're asked by Windows if you want to install the software, choose to do so.
(https://b.l3n.co/i/pKQ0vq.png)
- Go ahead and launch the software after installation.
(https://a.l3n.co/i/pKQIGA.png)
- Once the software starts, press the "Import Appliance" button at the top middle of the screen.
(https://c.l3n.co/i/pKVNB9.png)
- Locate the MarvelMods.ova file that you downloaded earlier.
(https://a.l3n.co/i/pKVF2v.png)
- On the next screen, it's not necessary to change any settings. Just press the "Import" button.
(https://b.l3n.co/i/pKVUJC.png)
- Within VirtualBox, click the "Start" button at the top middle to run the machine.
(https://c.l3n.co/i/pKVcS5.png)
- If everything was successful, you'll be greeted with the home screen!
(https://b.l3n.co/i/pKVXxz.png)
Now that you've properly installed the VM, you'll have to configure a few things before proceeding.
Configuring the Virtual Machine After installing the virtual machine, you'll need to configure a few settings. Here's what to do:
Expand to see steps
The first thing that you'll need to do is set up a shared folder. This is how you'll get files from your main PC to your VM and vice versa. If you created a GitHub repository, this folder should be your GitHub repository. Otherwise, it's whatever folder you created in Chapter 2.
I do not recommend storing any files on the VM. If you have to reset it, you'll lose anything stored on it. All files that you want to use on the VM should be stored in the shared folder, which is hosted on your main PC and accessible by the VM.
- To set up the shared folder, the VM must be shut down. If it's currently on, power it down by going to Machine>ACPI Shutdown.
(https://b.l3n.co/i/pKVGIr.png)
- Back in the main window of VirtualBox, select the VM and click on the "Settings" icon.
(https://a.l3n.co/i/pKVaBF.png)
- There may already be a shared folder set up for this VM. If there is, go ahead and delete it.
(https://b.l3n.co/i/pKVho3.png)
- Now you can set up your own shared folder. First, press the button to add a shared folder.
(https://a.l3n.co/i/pK9AJD.png)
- The Folder Path is the location of the folder on your main PC. The folder name will automatically be populated. You can choose a different one if you want, but it can't have spaces. Also choose to Auto-mount the drive (it saves a lot of headache). Then press OK. This screenshot is outdated, as it doesn't show my GitHub repository, but if you have a GitHub repository from Section 2, choose that.
(https://b.l3n.co/i/pK9Weq.png)
- You should now see the folder in the list of shared folders.
(https://a.l3n.co/i/pK9I7Q.png)
- And when you restart the VM, you'll see that the shared folder appears as a network drive in the file explorer of the VM!
(https://b.l3n.co/i/pK9rIe.png)
Next, you should install the Guest Additions for the VM. This will improve compatibility with your host system and help avoid things like mouse issues or keyboard inconsistencies. It helps by installing the necessary drivers for your VM:
- To install the Guest Additions, go to Devices>Insert Guest Additions CD image....
(https://b.l3n.co/UtfkQx.png)
- An installer window will appear. Follow along with all the steps. You don't need to change any of the settings.
(https://a.l3n.co/Utf6nH.png)
- The installation process will likely run for some time, as there are many drivers to install. Once it's done, you'll see the completion window. Choose "Reboot now" and then "Finish." Your VM will restart, and then it will be ready for use!
(https://b.l3n.co/UtfC51.png)
- It's a good idea to occasionally reinstall the guest additions to account for any updates in your host PC, especially if you experience issues on the VM.
The last thing that you'll want to do is create a snapshot of the VM. This saves the state of the VM exactly as it is at the point where you saved it. If you encounter any issues, such as licensing issues with 3ds Max, you can revert to this snapshot, and it will be like going back in time!
- To take a snapshot, go to Machine>Take Snapshot....
(https://a.l3n.co/i/pKBWev.png)
- The "Take Snapshot of Virtual Machine" window will appear. You can change the name or add a description if you want, but it's not required. Press "OK" at the bottom to create the snapshot.
(https://c.l3n.co/i/pKB0R5.png)
- To see the current snapshots, click the list icon to the right of the VM name in VirtualBox and choose "Snapshots."
(https://b.l3n.co/i/pKBZUT.png)
- To restore a snapshot, click on it and then click the "Restore" icon at the top middle.
(https://a.l3n.co/i/pKBT8F.png)
3ds Max Overview There are plenty of excellent tutorials that you can find online if you're looking to get more familiar with the 3ds Max user interface. Although most tutorials cover newer versions of the software, the overall layout and structure of the UI and shortcuts hasn't changed much over the years. However, if you're looking for a quick start guide, here's some general information:
Expand to see steps
To start 3ds Max, double click on the "3ds Max 5" icon on the desktop of the VM.
(https://c.l3n.co/i/pKms4T.png)
When you launch the software, you may get a "Loading Plugins" popup asking about duplicate plug-in paths. You can press "No" here.
(https://b.l3n.co/i/pKmKi7.png)
If you get an error that says "A license error has occurred", this likely means that you tried to start 3ds Max too soon after launching the VM. Dismiss the error, wait a little bit, and then try to start the software again. If you keep having issues, restore your snapshot.
As the tutorial progresses, I'll point out different things in the software that you need to know, such as menus and hotkeys. However, there are a few basic principles that you should know before you set off on your modeling journey.
Here are some basic hotkeys and mouse controls that will help you with navigating the software. I encourage you to try them all out so that you can get a feel for how to get around. Some of them will only be usable when you have an object in the scene, which you'll learn about in later sections. When you have an object imported, then it'll be a good idea to come back to this section and try some of the hotkeys that require an object.
- Selection (requires an object to be in the scene)
- Left mouse button click: select
- Left mouse button click and drag: select multiple objects
- Ctrl+Left mouse button click: add to selection
- Alt+Left mouse button click: remove from selection
- H: select from list
- Camera movement
- Middle mouse button click: move the camera
- Ctrl+middle mouse button click: move the camera (faster)
- Alt+middle mouse button click: rotate the camera
- Zoom
- Middle mouse button scroll: zoom in/out
- Ctrl+Alt+Middle mouse button click and drag: zoom in/out with finer control
- Z: reset zoom
- Camera views
- Alt+W: change between 1 view and 4 viewports
- V: bring up the option for different views
- P: perspective view
- F: front view
- T: top view
- L: left view
- V then K: back view
- V then B: bottom view
- V then R: right view
- Display
- G: toggle grid
- F3: toggle wireframe view (requires an object to be in the scene)
- F4: toggle edged faces (requires an object to be in the scene)
- Right mouse button click: right click menu
- Right mouse button click>Hide Selection: Hide the currently selected selected object(s)
- Delete key: delete the current selection
Here's are some additional tools related to selection:
(https://a.l3n.co/i/pKmzlD.png)
- Selection Region Shape: Click and hold this icon, and you'll get different selection shape options. This controls the shape of the selection when you click and drag on the screen. The default is rectangular.
- Selection Filter: Allows you to filter by certain object types to make selections easier.
- Window / Crossing: Change if objects not fully within the selection region will be selected. Default is crossing, which will select objects on the edges of a selection.
When selecting objects, it's important to be careful and take your time. Make sure that you're selecting only what you want. Objects that are selected will always be boxed in by a white outline. Model portions (vertices, edges, faces, polygons, and elements) will always be red when they're selected. If you click on something to select it and it doesn't look like it was selected, make sure that there isn't an object behind it that's being selected.
Another important set of tools are the transform tools. These are the Move, Rotate, and Scale tools. Here's what they look like:
(https://c.l3n.co/i/pKmSbq.png)
When you use one, the axes associated with a model will change to a gizmo. You can click and drag different sides of the gizmo to change the position, rotation, or size of a model. You can also enter values into the boxes at the bottom of the screen.
(https://c.l3n.co/i/pKmode.gif)
If you click and hold on the Scale tool, you'll see that it actually has 3 modes: Uniform, Non-Uniform, and Squash. Uniform is useful to scale an object the same amount in all directions. Non-Uniform will scale in only one direction. Squash is not recommended for use, because it's got a cartoonish effect of having the opposite effect on the dimensions you're not scaling.
(https://a.l3n.co/i/pKmuMk.png)
After finishing transforming an object, always go back to the selection tool so that you don't accidentally transform it further.
(https://c.l3n.co/i/pKmDax.png)
You can also change where the center point of the transformation occurs. This is mostly useful for rotation and scaling. To do this, press and hold on the Transform Center icon. There are 3 options: Use Pivot Center, Use Selection Center, and Use Transform Coordinate Center. I recommend only using the first one. It's the default option when you have one object selected. However, with two objects, it defaults to Use Selection Center, so you'll have to change it every time you start 3ds Max.
(https://b.l3n.co/i/pKmXKZ.png)
Configuring Modifier Sets Before you start modeling, there's one last thing you need to do, which is setting up the modifier sets. This will put all the useful modifiers used throughout this tutorial within easy reach. Here's how:
Expand to see steps
- On the right side of the screen, go to the Modify rollout.
(https://b.l3n.co/i/pKpVc1.png)
- Click on the Configure Modifier Sets icon and choose "Configure Modifier Sets."
(https://c.l3n.co/i/pKpdZc.png)
- At the top, give your modifier set a name, like "My Tools."
(https://b.l3n.co/i/pKpqsK.png)
- Although you can have as many buttons as you want, I recommend that you change the "Total Buttons" number to 6. This will accommodate all of the modifiers that are commonly used in this tutorial.
(https://a.l3n.co/i/pKpBDZ.png)
- Add the following 6 modifiers to the 6 buttons by dragging them from the list on the left side of the screen: Smooth, Vertex Weld, UVW Xform, Physique, Normal, and Push. The only other modifier commonly used in this tutorial, Alchemy Object Properties, will not stay in the buttons for some reason, so it doesn't benefit you to add it.
(https://c.l3n.co/i/pKpsAP.png)
- I usually use 10 buttons, because I have extra ones that are helpful when kitbashing models (https://marvelmods.com/forum/index.php/topic,10797.msg197966.html#msg197966). Feel free to add any of them or any others that you think you'll need. Here are the ones I use:
(https://b.l3n.co/i/pKp3Vm.png)
- Once you're satisfied with the modifiers, click "Save" at the top, and then "OK."
Other Tips When using 3ds Max, there are a few other tips to keep in mind.
Expand to see steps
- When opening files from other people, if you're using different units from them, you'll get a dialog box that shows the discrepancy. The "File Unit Scale" is the units used in the file. The "System Unit Scale" is the units that you're using currently. When you see this, always choose the "Adopt the File's Unit Scale?" option.
(https://d.l3n.co/P0qUAZ.png)
- After this, if you want to set the file back to the units you use, go to "Customize>Units Setup..." Within that dialog box, go to "System Unit Setup."
(https://d.l3n.co/P0qcQP.png) (https://d.l3n.co/P0qXnm.png)
- In the dropdown, pick the units you use, and then press "OK" on that dialog and "OK" on the next one.
(https://d.l3n.co/P0qb5i.png)
Alchemy 2.5 Finalizer Setup The VM comes with a version of Finalizer for Alchemy 2.5, which is the same version of Alchemy that the exporter uses. Although it has limited use cases, it is beneficial in some places. Unfortunately, out of the box, it doesn't always work right, so you'll need to set up a few things to get it working.
Expand to see steps
- Within the VM, go to Start>My Computer.
(https://a.l3n.co/frrAKo.png)
- Go to C:\Alchemy\ArtistPack\Finalizer and open alchemy.ini.
(https://d.l3n.co/frrWf9.png)
- Change "showViewer" under "[FINALIZER]" to "false". Insight Viewer tends to crash and take out Finalizer with it when opening a model, so this disables it. Save the file and close it.
(https://b.l3n.co/frrj02.png)
- Go to C:\Alchemy\ArtistPack\insight\DX. Right click test.igb and choose "Open With>Choose Program..."
(https://c.l3n.co/frr0qv.png)
- Click "Browse" and then go to C:\Alchemy\ArtistPack\Finalizer and choose sgFinalizer.exe. After selecting it, check the box for "Always use the selected program to open this kind of file" and press "OK"
(https://d.l3n.co/frrIYC.gif)
- Finalizer will open, and you can close it right away.
Next Steps Now that you've got 3ds Max properly set up, you can start making models! The next section will depend on the source of your model:
- If you want to take a .igb file from XML1/XML2/MUA1/MUA2 and convert it so that you can edit it in 3ds Max, visit Chapter 4 - Converting igb Files (https://marvelmods.com/forum/index.php/topic,10797.msg197657.html#msg197657).
- If you're using a model that's been extracted or converted from a different game, visit Chapter 5 - Importing Models from Other Games (https://marvelmods.com/forum/index.php/topic,10797.msg197742.html#msg197742).
- If you want to create a 2D asset, like a conversation portraits (HUDs) or character select portraits (CSPs), visit Chapter 6 - Creating 2D Assets (https://marvelmods.com/forum/index.php/topic,10797.msg197743.html#msg197743).
Summary- 3ds Max 5 is the main modeling software used to make models for XML1, XML2, MUA1, and MUA2. This old version must be used because it supports the Alchemy 2.5 plugin.
- 3ds Max 5 will not run on modern PCs and must be run through a virtual machine. Marvel Mods has one easily available for download.
- For a virtual machine, it's important to set up a shared folder and take a snapshot.
- There are many online tutorials for help with the 3ds Max interface. Most cover modern versions, but much of the UI is the same between the older and newer versions.
- This tutorial has some basic information on getting started with 3ds Max, such as hotkeys.
- You should configure your modifier sets in 3ds Max to ensure that you have all the necessary tools on-hand at any given time.
MARVEL MODS MODELING TUTORIAL
CHAPTER 4: CONVERTING IGB FILES
By BaconWizard17
Introduction To get convert in-game models to a format that can be used in 3ds Max, you can use igbConverter, a tool created by nikita488. These tools are great because they can extract the models in their exact original size with original data preserved.
Prerequisites/Installation Before you can start using these tools, here's how to set them up:
Expand to see steps
File Selection You can get .igb files from many places. If you have the PC versions of X-Men Legends II or Ultimate Alliance or the Steam version of Ultimate Alliance, the .igb files are available simply within the game files. You can find extracted console assets here (https://www.mediafire.com/folder/nx0z3rcvcahcp).
For most assets, you only need to convert the asset itself. If you're making a mannequin and want to use a pose from an in-game animation, you'll have to convert the relevant animation file as well.
Converting Files Once you've picked which asset you want to convert, you can proceed to converting it! Here's how:
Expand to see steps
- First, drag and drop your chosen file(s) onto igbConverter.bat. This will create a .fbx file with the same name. If the file has textures, they will be extracted too. The GameCube, PSP, and Wii textures can't be extracted by the tool because of their texture format, so nothing will appear. All other consoles except for PS2 use mipmaps; this makes the extraction process a bit slower, so be patient. Certain assets don't use textures at all and will instead use vertex colors. This is common for UI elements or some boltons. At this time, we can't extract that data from the models.
(https://b.l3n.co/fZYXGF.gif)
- Next, open Noesis and navigate to the location of the fbx file. Right click on the file and choose "Export."
(https://d.l3n.co/fZYwk3.png)
- The "Export Media" window will appear. Here's what to change:
- In the "Destination file(s)", remove "out" from the end of the file name (optional).
- Change the "Main output type" to ".psk - Unreal ActorX Model."
- Change the "Additional animation output" to ".psa - Unreal ActorX Animation."
(https://a.l3n.co/fZYxl0.png)
- There are two possible issues that may happen when converting the file in Noesis. They will show up if you double click on the file to view it or when you click "Export" in the "Export Media" window:
- If at any point you get a popup that says that the file cannot be opened but can still be exported, this means that the geometry didn't extract. This unfortunately means that the file can't be used. I'm not currently aware of how to address this issue.
- If the file causes Noesis to crash, you can fix it by re-exporting the file. See the section below titled "Re-Exporting .fbx Files."
- Once the files successfully export, you'll get 1-2 file types:
- A .psk file for skins and static models.
- A .psa file for skins and animations.
(https://b.l3n.co/fZYyXD.png)
You can now proceed to importing the file!
Re-Exporting .fbx Files Sometimes, a .fbx file from igbFinisher will cause Noesis to crash. If you have this issue, it is generally fixable with Blender. Here's how:
Expand to see steps
- Blender is an open-source 3d modeling software. Download it from their website (https://www.blender.org/download/) and install it.
- When you start Blender, you'll be greeted with the welcome screen. There, click "General" under "New File."
(https://d.l3n.co/fZYa4A.png)
- Type A on your keyboard to select the starter objects (a cube, a light, and a camera) and then the Delete key to delete them.
(https://c.l3n.co/fZYhNM.gif)
- Go to File>Import>FBX (.fbx).
(https://b.l3n.co/fZo8iQ.png)
- Navigate to your file and select "Import FBX."
(https://a.l3n.co/fZoA9a.png)
- Your file will open in the scene. You don't need to do anything to it.
(https://c.l3n.co/fZoWLe.png)
- Go to File>Export>FBX (.fbx).
(https://b.l3n.co/fZoiak.png)
- Navigate to the same folder as the original .fbx file. Give the file the same name and then press "Export FBX." It's okay to overwrite the old file.
(https://a.l3n.co/fZo0kx.png)
With that done, Noesis should be able to load your file without crashing!
Importing Files With your file properly converted, you can now import it into 3ds Max! Here's how:
Expand to see steps
- First, make sure your .psk file (and .psa file, if applicable) are somewhere within your shared folder. I personally like to have the files in folder called !Resources within the character's folder in my GitHub repository.
(https://b.l3n.co/fZoIlH.png)
- In your VM, open 3ds Max. Go to MAXScript>Run Script...
(https://a.l3n.co/fZoZb1.png)
- Locate your ActorXImporter.ms script file. The default script folder is C:\3dsmax5\scripts, but you may have picked somewhere else.
(https://d.l3n.co/fZorrc.png)
- Click the "Import PSK ..." button.
(https://b.l3n.co/fZot4K.png)
- Navigate to where your .psk file is stored and select it.
(https://c.l3n.co/fZoTiP.png)
- The file will be imported as one single combined model. Bones will also be imported (a single one for static models, a skeleton for skins).
(https://d.l3n.co/fZokMi.png)
- Select the model. On the right side, under the Modify rollout, click on "Editable Mesh."
(https://b.l3n.co/fZoJ69.png)
- Apply the Smooth modifier and select "1" from the "Smoothing Groups."
(https://c.l3n.co/fZoVbv.png)
- Apply the Vertex Weld modifier and set a very low value for "Threshold" (I usually do 0.001).
(https://c.l3n.co/fZoq45.png)
- Right click on "Vertex Weld" and choose "Collapse To." This will apply the Smooth and Vertex Weld modifiers to the model permanently.
(https://d.l3n.co/fZoBPz.png)
From here, there are different steps depending on your asset type:
- Follow Method 1 if you're making a static object (3D head, bolton, power model, map model) or if you're making a custom skin based on a default one (i.e., you will be changing the skin's geometry and/or rigging the skin yourself).
- Follow Method 2 if you're making a mannequin or if you're making small modifications to an existing skin (small corrections to rigging, re-exporting for compatibility with other consoles, changing skin segments, etc.).
Expand to see steps for Method 1
- Select the model. On the right side, under the Modify rollout, right click on "Skin" and choose "Delete."
(https://a.l3n.co/fZo3db.png)
- Next, select the model. Invert the selection with Ctrl+I or by going to Edit>Select Invert. This will select all the bones. Press Delete on your keyboard to delete them. For skins, you could keep them to use as a reference when you're creating a biped, but most of the time, that's not necessary.
(https://c.l3n.co/fZoKhr.gif)
- If your model uses multiple textures or requires certain objects to be separate for skin segments, you will need to separate the objects now. Repeat the following steps for for each item that needs to be separated:
- On the right side, under the Modify Rollout, click the plus sign next to "Editable Mesh" and choose "Element." If the object you want to detach is not a single self-contained element, then you'll have to use the "Face" selection mode instead.
(https://a.l3n.co/fZoOz3.png)
- Select a part of the model that needs to be separated. In this case, I'm selecting Captain America's shield, because it uses a separate texture and is a skin segment.
(https://c.l3n.co/fZoztD.png)
- Scroll down until you find the "Detach" button. Select it.
(https://c.l3n.co/fZoefA.png)
- You'll be given the option to name the object. Give it a distinct name:
- If it's a skin segment, you'll need to name it appropriately for it to function properly in-game (in my case, "shield_segment"). You can view the model in Alchemy 5 finalizer to see what the segment names should be.
- If it's just a part of the model that uses a different texture, simply give it a descriptive name. For skins, I prefer to follow a naming convention like the base game, which is "(skin number)_(descriptor)". For the skin number, you can use "12301"; igbFinisher will update any geometry with "12301" in its name to the correct number when processing the skin. You can use any descriptor that properly describes this part of the model. For example, if Captain America's head used a separate texture, I could call it "12301_head."
(https://b.l3n.co/fZoLqQ.png)
- For skins and 3D heads, the main part of the model can simply be named "12301." For other models, the name can be whatever the file name will be for the game. If this is unchanged from default, the default name can stay.
(https://b.l3n.co/fZoYhe.png)
Expand to see steps for Method 2
UltraMegaMagnus has created a video demonstration of this method (https://www.youtube.com/watch?v=9ECncviA9NY) on his channel.
Your model is now imported and ready for the next steps!
Next Steps Once your model is properly imported into 3ds Max, you can go to Chapter 7 - Textures (https://marvelmods.com/forum/index.php/topic,10797.msg197744.html#msg197744) to learn how to apply textures to your model. Please note that if you are using Method 2 to create a skin, you don't need to follow Chapters 12-14 (although you can check out Chapter 14 for information on how to make changes to the rigging data). After Chapter 7, you can follow Chapters 15 and 16 as needed and then go straight to chapter 17.
Summary- igbConverter is used to convert in-game models for modification in 3ds Max.
- igbConverter requires Alchemy 5.
- The .fbx files created by the tool must be converted to .psk to import into 3ds Max.
- To import the .psk files into 3ds Max, a script is required.
- .psk files import with skin modifiers and bones. Depending on what you're trying to do, you may need to delete these.
MARVEL MODS MODELING TUTORIAL
CHAPTER 5: IMPORTING MODELS FROM OTHER GAMES
By BaconWizard17
Introduction This section covers how to prepare the models that were ripped from other video games. This section doesn't cover the ripping process, but only discusses how to prepare these models to work in XML1, XML2, MUA1, and MUA2. The method for this section is most useful for skins, 3D heads, BoltOns, power models, and map models. You can't use this for mannequins directly, but you can create a skin with this method and then convert that into a mannequin.
Selecting a Model When it comes to selecting models to work with these games, it's important to consider the limitations of the games and the platforms they were released on. These games came out in the mid-2000s, and game design has advanced a lot since then. Many modern games have models with very high polygon counts and high texture resolutions that these games simply wouldn't be able to handle. Here's how to pick models:
Expand to see steps
The general rule for polygon count for skins is as follows (these rules apply for the appropriate versions of XML1, XML2, MUA1, and MUA2):
- GameCube, PS2, and PSP: 3,000 polygons or less. For the GameCube, the file size of the exported model should be 190kb or less.
- Wii: 5,000 polygons or less.
- Xbox: 8,000 polygons or less.
- Xbox 360, PS3: The extents have not been tested. There is likely a limit, but it's probably high. I would consider 20,000 polygons a safe limit, as the default models are 5,000 to 9,000.
- Xbox One, PS4: Unknown, but likely similar to Xbox 360 and PS3.
- PC, Steam: No limit, but models with extremely high polygon counts (over 100,000) become very difficult to convert into skins.
Polygon count does contribute significantly to file size, but it's not the only thing that does. Textures definitely contribute as well. For the less powerful consoles (GameCube, PS2, and PSP), igbFinisher (covered in Chapter 18) will automatically scale the texture to the appropriate size in the final model. All other consoles will not be scaled. If you want the model to be compatible with the Wii and Xbox, I would recommend 512x512 as the maximum texture size. The next-gen consoles (Xbox 360, Xbox One, PS3, and PS4) can use a maximum texture size of 1024x1024. The PC and Steam versions can theoretically handle even bigger textures, but at a certain point the added resolution doesn't gain you much other than a huge file size; the characters in the game are never seen up close, so you don't have to worry about extremely fine details. I would also abide by the 1024x1024 limit for the PC and Steam versions.
It's also important to limit the total number of textures. This can be hard to quantify, because different models have textures of different sizes. Some models come with 20 tiny textures, while some come with one big texture. A good rule of thumb to follow would be that the total texture area shouldn't exceed 150% the individual texture size limit. So for example, the total texture area for the Xbox and Wii would be 768x512, which can be spread across multiple textures. For the next-gen consoles, that limit would be 1536x1024. For the less powerful consoles, textures will be scaled automatically, but the limit would be 150% of the main texture area. So if the main texture is 512x512, then you can use up to 768x512. If the main texture is 256x256, you can use up to 384x256. Just scale appropriately based on the main texture size.
Here's where you can source models from:
- Models from 5th generation consoles (PlayStation, N64, Genesis) have very low polygon counts. They'll be easy to convert, but the low polygon count may not fit the style of the game well.
- Models from 6th generation consoles (Xbox, PS2, GameCube, Dreamcast) often have lower polygon counts but better detail, so they're perfect for all consoles.
- Models from 7th generation consoles (X360, PS3, Wii) generally have mid-level polygon counts, so they will also be practical for use, but may not work with the weaker consoles.
- For 8th+ generation consoles, Wii U and Switch models tend to have mid-range polygon counts as well, but models from the other consoles (Xbox One, Xbox Series X, PS4, PS5, Switch 2) may have higher polygon counts that would only be suitable for the PC versions.
- Handheld consoles often have low to mid-level polygon counts and are often very practical for conversion to all consoles.
- Models for mobile games also tend to have low to mid-level polygon counts, making them also very practical for conversion, but may not work on the weaker consoles.
If you don't want to deal with a higher polygon count, or you want your model to work on console versions, you can perform a polygon reduction. More on this can be found in Supplement 2 (https://marvelmods.com/forum/index.php/topic,10797.msg197975.html#msg197975).
You can find many models already on our site here (https://marvelmods.com/forum/index.php/board,59.0.html). You can also find them on sites like DeviantArt (https://www.deviantart.com/) and the Models Resources (https://models.spriters-resource.com/)
For this tutorial, I'll be using Scarlet Witch's Uncanny outfit from Marvel Future Fight.
Converting Model Format When picking a model, it's important to keep in mind which format it is. 3ds Max 5 is older and only supports certain formats. Models found online are commonly either .obj files, .fbx files, or .dae files. You can import .obj files with no issues. 3ds Max 5 does have an importer for .fbx files, but nothing will import because this version of 3ds Max uses a much older format of .fbx. It also doesn't include any ability to import .dae files. If your model is in an unsupported format, you'll have to convert it to .obj. Here's how:
Expand to see steps
You can now proceed to importing the file!
Generally, .obj is the best format to use for models from other games. The skeleton structure of models from other games typically does not line up with the skeleton used in the game, so the rigging data won't be very useful. If you need to keep the rigging data (mainly useful for more advanced modders), you can convert to .psk format and import that way. You can find information about this process in Chapter 4 (https://marvelmods.com/forum/index.php/topic,10797.msg197657.html#msg197657).
Importing the Model Once you've selected your model, it's time to import it into 3ds Max! Here's how:
Expand to see steps
- Once you launch VirtualBox, and 3DS Max within it, you'll want to start a new scene. Be sure to click "New All."
- Go back to your main PC, and copy the file that you're importing to your shared folder with VirtualBox.
- In 3ds Max, go to File>Import. Make sure that the proper format is selected. Navigate to the proper file, and open it. In the case of an .obj import, a box will pop up. You shouldn't need to change any settings. Just press "Okay."
- When you import your model, it might be very small. Move the camera and zoom out until you see it. You can also select it with click and drag and then press Z to zoom fit automatically.
(https://a.l3n.co/fg0p8T.png)
- Next you can verify the polygon count of your model to ensure that it's where you like it. To do this, save the file, and then go to File>File Properties. A box will pop up. Go to the "Contents" tab and look under "Faces." In this case, the file is around 7600 polys. That works for PC, next-gen consoles, and possibly Xbox, but for other console versions it won't work as well (or at all). If I wanted to reduce it, I could do so as described in Supplement 2 (https://marvelmods.com/forum/index.php/topic,10797.msg197975.html#msg197975), but in this case I won't.
(https://d.l3n.co/fg07Jb.png)
- Another way to check the polygon count of an individual object is to select it and press "7" on your keyboard. The polygon count will show up in the top left of the screen. But again, this only shows an individual object's polygon count.
- You'll want to make sure that the model is upright and straight. If it's not, use the rotation tools to adjust the model's rotation.
- Now that your model is in the scene, it needs to be scaled up. To properly scale the model, you need to alter the pivot. If your model is in multiple parts, you'll want to do this for each part. Go to the "Hierarchy" rollout, select "Affect Pivot Only," and then at the bottom right of the screen, change its position to 0, 0, 0 using the move tool.
(https://b.l3n.co/fg0vID.png)(https://a.l3n.co/fg0Lmq.png)
- Once you've done this, you'll want to scale all of your parts:
- Select every part of your character, and scale them using the Scale tool. Remember that when you have multiple objects selected, the Transform Center settings will change, and you'll need to change them back to "Use Pivot Center". See Chapter 3 (https://marvelmods.com/forum/index.php/topic,10797.msg197656.html#msg197656) in the section called "3ds Max Overview" for more information.
- If the model is very small, you'll have to drag the scale tool multiple times to get your character big enough. The overall height is less important than the placement of the hips. They should be right around the fourth line up (best seen from the front view of the model).
- If your character has normal proportions, they'll end up being about 7-8 blocks tall in the viewport. Ideal height is 7.25 blocks in height. However, if your character has unusual proportions (like a cartoon character or someone with very short or long legs), they could end up a different height. The hip placement is all that matters, because that ensures that your character will animate correctly. If the hips are above the fourth line, the character will sink into the floor in-game, and if they're below the fourth line, the character will float above the floor in-game.
- If you have a character with normal human proportions, and you're struggling to get their height to be 7.5 and their hips at the 4th line, check out Supplement 3: Adjusting Model Proportions (https://marvelmods.com/forum/index.php/topic,10797.msg197976.html#msg197976).
(https://c.l3n.co/fg0Oe7.png)
- Also, make sure that your character's feet are touching the base plane of the scene, as shown above. After doing that, adjust the pivot back to 0,0,0 if it isn't already.
- Now that your character has been scaled to the proper size, you'll need to reset XForm to make sure that the scale occurs properly. To do this, select all parts of your model, go to the Utilities rollout, select "Reset XForm", and then "Reset Selected." Then, go to the Modify rollout, right click XForm, and then select "Collapse All." You'll need to collapse each part individually.
(https://c.l3n.co/fg0MuA.png)(https://b.l3n.co/fg0o8M.png)
- Now that the model is properly positioned, you'll want to smooth it out to make it look nice. This isn't always necessary on models that you've imported from other games, but it can help. The first thing to do is, under the modify rollout, select the Smooth modifier. Under "Smoothing Groups," select 1. Then, select the Vertex Weld modifier. Set the threshold to 0.001. Reset XForm one more time and collapse all your modifiers.
Note: Sometimes, having such a small threshold for Vertex Weld won't properly connect every object. However, if it's too big, it could unintentionally attach objects that shouldn't be connected. You can play around with the value to see what looks best for the model. If necessary, you can detach specific parts of the model and use a higher threshold on them to weld them properly, and then re-attach and weld at a smaller number.
(https://d.l3n.co/fg0Dea.png)(https://a.l3n.co/fg0Nye.png)
- This made the model look a bit better.
(https://b.l3n.co/fg0Hyr.png)
- After this, it's best to rename the model. The name technically doesn't matter, but I prefer to follow a consistent naming scheme to match the default models. For boltons, power models, and map models, you can use the same name as whatever the final model name will be. For skins, mannequins, and 3D heads, igbFinisher will automatically rename any geometry called "12301" to the character's number. So, you can name the main model "12301" for those file types. If there are any secondary portions of the model already separated, you can name them "12301_(descriptor)." For example, Scarlet Witch's main body can be called "12301," and her face can be called "12301_face."
(https://d.l3n.co/fg0zRF.png)(https://b.l3n.co/fg0S73.png)
Separating Components Once the model is in position and smoothed out, it's important to separate the model portions. This is necessary for any characters that have different model parts that use different textures, or for characters that use skin segments.
Expand to see steps
Your model is now prepared and ready for whichever model type you're creating. Be sure to save your model before proceeding.
Next Steps Once your model is properly imported into 3ds Max, you can go to Chapter 7 - Textures (https://marvelmods.com/forum/index.php/topic,10797.msg197744.html#msg197744) to learn how to apply textures to your model. If you want to learn about combining different existing models together, you can also check out Supplement 1 - Kitbashing Models (https://marvelmods.com/forum/index.php/topic,10797.msg197966.html#msg197966).
Summary- Modders need to be conscious of the size and level of detail of the model they choose to convert, especially if it's for multiple consoles. Adjust proportions and reduce poly count as necessary.
- Characters must be centered in the scene with their feet touching the plane.
- Characters in a T-pose should be oriented so that they are symmetrical.
- Elements of a model that need to be separate should be separated.
MARVEL MODS MODELING TUTORIAL
CHAPTER 6: 2D ASSET TEMPLATES
By BaconWizard17
Introduction In addition to 3D models, it is possible to create some 2D assets in 3ds Max. Instead of downloading a model online or extracting one from the game, these are all created with pre-made templates.
Note: this method should only be used if you're creating 2D assets for all consoles. If you're creating 2D assets that are only for MUA1 PC or MUA1 next-gen consoles, then I would recommend the Alchemy 5 Texture Replacement Method (https://marvelmods.com/forum/index.php/topic,11009.0.html) tutorial instead.
3ds Max Templates To get started, you'll need to get the templates files. Download the files from the release post (https://marvelmods.com/forum/index.php/topic,11444.0.html). Put them somewhere in your shared folder that you can easily access. To get to them, open 3ds Max and go to
File>Open. You can save multiple copies for each character or portrait (which is what I prefer to do), or you can just reuse the same template.
You don't have to do anything fancy to these templates; simply open them, save them where you like, and proceed to adding textures.
Next Steps Once you've downloaded the templates, you can start applying textures to them! You can proceed to Chapter 7 (https://marvelmods.com/forum/index.php/topic,10797.msg197744.html#msg197744) to learn more.
Summary- 3ds Max can be used to create igb files of 2D assets, like portraits.
MARVEL MODS MODELING TUTORIAL
CHAPTER 7: TEXTURES
By BaconWizard17
Introduction Textures are images that are applied to models to give them visual detail. The main type of texture that's used on every model is a diffuse map, which gives the model its main colors and details. Other texture types can be considered "advanced textures."
Exporting Textures In order to be able to apply your textures to your model, you must first export them. To learn how to do this, check out the Marvel Mods Aesthetics Tutorial (https://marvelmods.com/forum/index.php/topic,10850.0.html). This tutorial is separate to better capture all of the information for different texture types, but that does not mean that it's optional! After exporting the texture, come back here to learn how to apply them. The scripts covered in this tutorial will export the texture in a way that works properly with 3ds Max.
Applying Diffuse Textures After successfully exporting the diffuse texture, you can now apply it in 3ds Max. Here's how:
Expand to see steps
- Open up the .max file of your model.
- On your keyboard, press M. This is the shortcut to bring up the Material Editor window.
(https://d.l3n.co/fgImEe.png)
- By default, the window has 6 spheres in a 3x2 grid. Each sphere represents one material. Materials are a combination of one or more textures and associated properties. You'll have one diffuse texture per material. If you want to increase the number of materials that you can see at once, you can go to Options>Options, which will bring up the Material Editor Options window. There, you can change the number of slots under the Slots option. I prefer the 6 X 4 option.
(https://a.l3n.co/fgIsHk.gif)
- To get your texture into a material, open the file explorer within the virtual machine. Locate your texture file, and then drag and drop it into one of the spheres on the material editor. The sphere will show your texture.
- The reason that you should drag the texture from within the virtual machine is because the texture can automatically be updated in all files if it's re-exported from GIMP. However, you may need to close out of the file and re-open it, relaunch 3ds Max, or relaunch the virtual machine if the texture changes don't show up.
(https://b.l3n.co/fgI3cx.gif)
- After dropping your texture in, under Shader Basic Parameters, change the type from "Blinn" to "Phong." It doesn't seem like it really matters which option is picked here, but the "Phong" setting was passed down from previous skinners, so it's the default that I go to.
(https://c.l3n.co/fgIKgH.gif)
- It's possible to change other settings here.
- The Self-Illumination value can be changed if you want the model to give off its own light and react less to in-game lighting. This can be used on glowing characters for consoles that don't support emissive maps (see the section called "Advanced Textures" below for more information on emissive maps).
- The Opacity value can be changed if you want the texture to have uniform transparency. For more information on this, see the section below, called "Transparent Textures."
- Once your material is properly set up, you can drag and drop it from the material editor onto your model. Apply the texture to all model parts that use it.
(https://d.l3n.co/fgIp31.gif)
- If the texture doesn't appear on the model, you can click the "Show Map in Viewport" button to make the material visible on the model.
(https://a.l3n.co/fgI7Dc.gif)
- If texture appears scrambled on the model, first make sure that all model parts are correctly separated. Also make sure that you applied the correct texture. If that's all correct, then you can try to flip the texture. You can either flip the texture in GIMP and re-export it, or you can apply the "UVW Xform" modifier and check the "Flip" box for the V direction to vertically flip the texture mapping. If you use the modifier, make sure that you collapse it after.
(https://b.l3n.co/fgIHWK.gif)
- Repeat for the remaining textures.
(https://c.l3n.co/fgIl9Z.png)(https://b.l3n.co/fgIzvP.png)
If you need to apply other properties to your model, like transparency or environment maps, proceed to one of the sections below that contain the relevant information. Otherwise, if you're satisfied with the textures that you've applied, proceed to the "Next Steps" section of this chapter to see the next steps.
Transparent Textures There are many ways to achieve transparent textures. Here are the different methods:
Expand to see steps
Transparency can be broadly split into two types: full and semi. Semi transparency can be further split into uniform or non-uniform, and non-uniform semi transparency can be split into discrete and gradient types. These terms are not universal, but this is how I'll be defining them for this tutorial:
- Full: this is when sections of a texture are completely transparent and can be seen through. Often, this is used on textures that have complicated edges, like a ragged cloak. It can also be used when a texture has a hole in it.
- Non-uniform: Full transparency is always non-uniform because if it was uniform, the full model would just be invisible.
- Semi: this is when some or all of a texture is semi-transparent. You can see through it, but the color is still there. This has a variety of uses, such as making something look like it's made out of energy or glass.
- Uniform: Uniform semi transparency is when the entire model is the same level of transparency. For example, Captain America's famous energy shield would be uniformly transparent.
- Non-uniform: Non-uniform semi transparency is when the different parts of the model have different levels of transparency. This can range from no transparency to full transparency, but there are different levels across the texture. This is less common, but can still be seen with energy effects, light beams, etc.
- Discrete: Discrete non-uniform semi transparency is when there are sections within the texture that are a consistent level of transparency within themselves, but different between each other. For example, if there was a part of the texture that was 0% transparent, another that was 50% transparent, and another that was 100% transparent. This type is fairly uncommon, but it could be seen if a specific part of a character's outfit needs semi transparency while the rest needs none.
- Gradient: Gradient non-uniform smi transparency is when the amount of transparency gradually transitions over the texture. There will still be different levels of transparency in different areas, but there is a closer transition. A light beam or energy effect would more likely be a gradient.
Uniform semi transparency is made with the material settings in 3ds Max, so you can choose
No for the the "Preserve Transparency" option of the texture exporter in GIMP. In all other cases, the transparency is part of the texture, so it's necessary to choose
Yes for the the "Preserve Transparency" option. For discrete non-uniform semi transparency, it may be possible to use a duplicate material and treat it like uniform transparency, but not always. If the different areas of transparency apply to different parts of the model, then it's possible. Otherwise, it's needs to be treated like the other cases.
Here's how to treat the two cases:
- Uniform semi transparency:
- All other types:
- Apply the texture to the material editor just like you would any diffuse texture. See "Applying Diffuse Textures" for more information.
- If the texture has non-uniform full transparency, you'll need to visit Supplement 9 (https://marvelmods.com/forum/index.php/topic,10797.msg199724.html#msg199724) (the section called "Non-Uniform Full Transparency") to learn about necessary post-processing for the texture. Otherwise, you don't have to make any other changes!
And that's all you need to know for transparent textures!
Environment Maps Environment maps, also known as reflective maps or cube maps, are textures that give a model the illusion of reflecting the environment around them. They are the only type of advanced textures that are compatible with all consoles, are the only ones that can appear when advanced lighting is off on MUA1 PC, and also the only type that can be set up in 3ds Max directly. Here's how:
Expand to see steps
There are two different ways to apply environment maps to a model. The first is in 3ds Max, and the other is on a completed model after export. There are different benefits and limitations with each:
- 3ds Max Method:
- Benefits: Compatible with XML1, XML2, last-gen MUA1, and last-gen MUA2; can be applied within 3ds Max; only have to be applied once.
- Limitations: Not compatible with next-gen MUA1; can't be used with environment masks, which limits the level of control; requires duplicate materials to apply to selective parts of the model.
- After Export Method:
- Benefits: Can (must) be used with environment masks, which gives a better level of control; can be combined with other types of advanced textures; will appear in MUA1 PC regardless of advanced lighting settings.
- Limitations: Only compatible with next-gen MUA1; have to be re-applied every time you export the model.
For more information on advanced textures and environment masks, see the section below titled "Other Advanced Textures."
The next steps depend on whether or not you're applying the textures in 3ds Max. If you're applying them after export (
not applying them in 3ds Max), then you can proceed with creating your model or setting up extra textures. After completing the model and exporting it, you can apply them via igbFinisher in Chapter 16 (https://marvelmods.com/forum/index.php/topic,10797.msg197948.html#msg197948).
If you're applying the texture in 3ds Max, here's what to do:
- Open up the .max file of your character. The diffuse texture should already be set up and applied.
- On your keyboard, press M. This is the shortcut to bring up the Material Editor window (if it's not open already).
- Be sure to click on the diffuse texture that you want to apply the environment maps to. Scroll down in the Material Editor window and expand the Maps tab. If you want to apply the environment maps to only a select part of the model, see the section below called "Duplicate Materials" for more information.
(https://d.l3n.co/fgIo3v.png)
- The tab expands to reveal a wide range of different maps that can be applied to the model. Most, unfortunately, don't work with the Alchemy exporter and wouldn't be compatible with many console versions anyways. Here, click the checkbox next to Reflection, and then click on the box to the right that says None.
(https://a.l3n.co/fgIuNC.gif)
- The Material/Map Browser window will appear. On the left, make sure that New is selected under "Browse From:." On the right, select "Reflect/Refract," and then press "OK" at the bottom.
(https://d.l3n.co/fgINW5.gif)
- The Material Editor window will change and will now show the "Reflect/Refract Parameters."
(https://b.l3n.co/fgIP9z.png)
- First, change the "Source:" from "Automatic" to "From File." The "From File" section at the bottom will no longer be grayed out. At this point, you can click on the box next to "Up:", and the file explorer window will appear. Select the texture that was exported with the "_UP" suffix at the end of the file name and press OK. The other textures will then also be filled out automatically.
(https://a.l3n.co/fgIfLT.gif)
- You'll notice that the preview shown in the material editor window is extremely bright now. It's possible to adjust the intensity of the map. First click on the "Go to Parent" button to back up the main settings of the material. Under the "Maps" section, next to "Reflection," there's a box with a 100 in it. You can change this on a scale of 0 to 100 to adjust the intensity. 15 is a normal level, but you can play around to your satisfaction.
(https://b.l3n.co/fgIFGb.gif)
- The console compatibility types for diffuse textures and environment maps are different, so they won't always line up in 3ds Max. If there are multiple environment maps that use the same diffuse texture, you can either use the duplicate material technique (see below) or just drop in extra copies of the diffuse texture.
Duplicate Materials There are some cases where you want to use the same diffuse texture in 3ds Max, but with different properties applied to the different models that use this texture. If you just added multiple copies of the same diffuse texture, you'd end up with an unnecessarily large file size. Instead, you can create multiple materials with the same diffuse texture. Whether it's for self-illumination, transparency, or environment maps, here's how to do it:
Expand to see steps
To my knowledge, this method only works if the different parts of the model are already separate models. Although there are techniques that can be used to apply multiple materials to different faces of the same model, I'm not familiar with them, and I'm not sure if they work with Alchemy. So, before you proceed, make sure to separate the parts of the model that you want to have different materials. Here's what to do next:
- Open the .max file of your character. Within the material editor window, click on an empty/gray sphere. Click the black X button in in the middle of the screen to clear the material.
(https://c.l3n.co/fgIck7.gif)
- Scroll down in the Material Editor window and expand the Maps tab.
(https://a.l3n.co/fgIXlr.png)
- The tab expands to reveal a wide range of different maps that can be applied to the model. Here, click the checkbox next to Diffuse Color, and then click on the box to the right that says None.
(https://d.l3n.co/fgIbXF.gif)
- The Material/Map Browser window will appear. On the left, make sure that Mtl Editor is selected under "Browse From:." You can also choose Scene to filter to anything that's specifically applied to the model. Pick an existing diffuse color map that is the texture that you're trying to duplicate, and then press "OK" at the bottom.
(https://c.l3n.co/fgIxr3.gif)
- The "Instance or Copy?" window will appear. Make sure that Instance is selected, and then press "OK."
(https://a.l3n.co/fgIy40.png)
- Click on the "Go to Parent" button to back up to the main settings of the material.
(https://c.l3n.co/fgI5ND.png)
You'll now have a new material that uses the same diffuse texture as another material. This process can be repeated as many times as necessary to have different copies of the material with different properties. At this point, you can mess with the transparency/opacity or self-illumination, or add an environment map to this texture.
Other Advanced Textures In addition to environment maps, which can be made compatible with all games and consoles, there are several other types of advanced textures that are only compatible with next-gen MUA1 (PC with advanced lighting, Steam, PS3, and Xbox 360): normal maps, specular maps, emissive maps, and environment masks. For a better understanding of which texture type is which (and what they do), check out Chapter 3 of the Marvel Mods Aesthetics Tutorial (https://marvelmods.com/forum/index.php/topic,10850.msg198994.html#msg198994). These types of textures can't be applied in 3ds Max. Instead, they'll be applied via igbFinisher after exporting your completed model, which is shown in Chapter 16 of this tutorial (https://marvelmods.com/forum/index.php/topic,10797.msg197948.html#msg197948).
Next Steps Now that you've successfully applied the textures to your model, there are several places you can go:
- For 3D heads, proceed to Chapter 8 - 3D Heads (https://marvelmods.com/forum/index.php/topic,10797.msg197745.html#msg197745)
- For mannequins, proceed to Chapter 9 - Mannequins (https://marvelmods.com/forum/index.php/topic,10797.msg197762.html#msg197762)
- For boltons, proceed to Chapter 10 - BoltOns (https://marvelmods.com/forum/index.php/topic,10797.msg197792.html#msg197792)
- For other models (power models and map models), proceed to Chapter 11 - Other Models (https://marvelmods.com/forum/index.php/topic,10797.msg197805.html#msg197805)
- For skins, proceed to Chapter 12 - Skins (Bipeds) (https://marvelmods.com/forum/index.php/topic,10797.msg197941.html#msg197941)
- For 2D assets (conversation portraits/HUDs, character select portraits/CSPs, power icons, loading screens, comic covers, and concept art), proceed to Chapter 15 - Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945), as no further processing is required on these files.
If you're using your model to make multiple different types of assets, you can come back here after completing one of them and start the other. For example: if you're making a 3D head and a skin from the same model, you can first go to Chapter 8 to make the 3D head and follow the subsequent sections that it needs to finish and export it. Then you can come back to this chapter and go to Chapter 12 to use the same model to make a skin.
Summary- Follow the Marvel Mods Aesthetics Tutorial to learn how to use GIMP and its associated scripts and properly export your textures.
- The diffuse texture is a type of texture used by every model which contains the main color of the model.
- Diffuse textures should be dragged in from the VM's file explorer, not your main PC's.
- Transparency can be achieved in a variety of ways on textures.
- Other advanced textures can be applied to models. Environment maps can be applied in 3ds Max and are compatible with all games and consoles. Others can be applied after export and are only compatible with next-gen MUA1.
MARVEL MODS MODELING TUTORIAL
CHAPTER 8: 3D HEADS
By BaconWizard17
Introduction This section covers how to make 3D heads for X-Men Legends and X-Men Legends II. These are the floating character heads in those games that indicate which character you're controlling.
Trimming the Model To start, you'll need to trim away anything that's not part of the head. Here's how to do that:
Expand to see steps
- First, delete any objects that aren't the character's body (such as weapons).
(https://a.l3n.co/fgZeqq.png)
- Next, select the body of the model. Press the black plus sign next to "Editable Mesh" and select "Vertex."
(https://d.l3n.co/fgZnYA.png)
- Click and drag to select all the vertices below the neck. If your character has long hair or anything else that extends from their head, do not select that just yet.
(https://a.l3n.co/fgZvhM.png)
- Delete all of these vertices, and make sure that the head is still intact.
(https://b.l3n.co/fgZMCQ.png)
- Now, go through and delete any remaining portions of the neck or body, so that only the head remains. Again, don't delete hair or any other head protrusions just yet.
(https://c.l3n.co/fgZYza.png)
- If your character has long hair, you'll want to trim it down to a length just below their chin. Ponytails can be removed altogether, since they won't be seen. Leave any other elements (horns, helmets, etc) on the head.
(https://a.l3n.co/fgZowe.png)
(https://c.l3n.co/fgZD1k.png)
Positioning the Head After trimming the model, it's necessary to position the model appropriately. Here's how:
Expand to see steps
- To properly position the head, first go to the Hierarchy tab, select Affect Pivot Only, and Center to Object.
(https://d.l3n.co/fgZNKx.png)
- Then, deselect "Affect Pivot Only" and move the head to 0,0,0 using the move tool.
(https://c.l3n.co/fgZPfH.png)
- Now, all that's left is to scale the model. Open the Front viewport, select the head, and, using the scale tool, scale it up so it's approximately 3 blocks tall.
(https://b.l3n.co/fgZF01.png)
(https://a.l3n.co/fgZUqc.png)
- Now, make sure the head is centered the way you like it, and then all that's left is to reset XForm and collapse it!
(https://b.l3n.co/fgZcYK.png)
(https://a.l3n.co/fgZb2Z.png)
Next Steps The next section to visit is Chapter 15 - Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945).
Summary- 3D heads are used in X-Men Legends and X-Men Legends II to show which character you're controlling.
- 3D heads do not need to contain any part of the model below the neck. Delete the body parts and trim the hair to be close to the chin.
- 3D heads need to be centered on the origin.
- 3D heads should be approximately 3 blocks tall.
[/list]
MARVEL MODS MODELING TUTORIAL
CHAPTER 9: MANNEQUINS
By BaconWizard17
Introduction This section covers how to make mannequins. These are the character models that appear in the background of the character selection screen in Marvel: Ultimate Alliance and Marvel: Ultimate Alliance 2.
Our YouTube channel has featured a video tutorial that shows the steps for creating a mannequin with a custom static pose. You can find that video here (https://www.youtube.com/watch?v=wTvbhE7gjTo). Some steps slightly differ from this written tutorial, but the principles are the same.
Possible Methods Depending on how you want your mannequin to look, there are two possible approaches:
- If you want your mannequin to have a single static pose or a simple floating animation, like the default in-game mannequins, go to the section called "Static Posed Mannequins."
- If you want your mannequin to be animated:
- If you imported an existing in-game animation and don't need to change anything about it, you can proceed directly to the section called "Next Steps."
- Otherwise, go to the section called "Animated Mannequins."
Static Posed Mannequins Mannequins with static poses are the most common, since they're easier to make and resemble the default in-game mannequins. Here's how to make them:
Expand to see steps
- The first step depends on if you're using an existing in-game animation or a custom one.
Expand to see steps for existing animations
Expand to see steps for custom poses
- With the pose set, the first thing you want to do is collapse the skin modifier. To do this, select the model, and on the right side, under the Modify rollout, right click on the "Skin" modifier and choose "Collapse To." If the model has multiple separate parts, do this for each one.
(https://b.l3n.co/UtXFzx.png)
- After this, select all of the bones and delete them.
(https://a.l3n.co/UtXUwH.gif)
- Next, select the move tool. Select all parts of the model, then move them until the head is directly centered in the scene. This may already be the case depending on the animation. This is easiest to see when you have the view minimized.
(https://b.l3n.co/UtXX11.gif)
- Next, in the Hierarchy rollout, choose "Affect Pivot Only." At the bottom of the screen, make sure that the coordinated are 0, 0, and 0. Then turn off "Affect Pivot Only."
(https://c.l3n.co/UtXbKc.gif)
- After this, go to the Utility rollout and choose "Reset XForm," then "Reset Selected." Do this for each part of the model. Be sure to collapse this modifier after applying it.
(https://a.l3n.co/UtXwfK.gif)
- If the character uses a scale_factor in game, or if you want to scale the mannequin to a custom size, select the scale tool. Type the scale_factor multiplied by 100 in the box at the bottom (so if the scale_factor for the character is 1.1, enter 110). Do this one at a time for each part of the model. You can reset XForm again after this.
(https://c.l3n.co/UtXy0Z.png)
- If the mannequin is in a flying pose and you want it to gently float, here's how:
Expand to see steps
- At the bottom of the screen, choose the "Time Configuration" button.
(https://d.l3n.co/UtX5qP.png)
- Change the "End Time" to 60 and then press "OK." Realistically, you can choose any time you like, but 60 tends to look good.
(https://b.l3n.co/UtXGYm.png)
- At the bottom of the screen, click the "Auto Key" button. The screen will get a red border.
(https://d.l3n.co/UtXh2i.png)
- Select the move tool and then select all parts of your model. Move the timeline to the first frame.
(https://a.l3n.co/Utb2Co.gif)
- Move your model into the air, about half a block, and then press the Key button.
(https://d.l3n.co/Utb8S9.gif)
- Move the timeline to the last frame and then press the Key button again. This will ensure that the first and last frames are the same, giving a seamless looping animation.
(https://a.l3n.co/UtbAx2.gif)
- Finally, move the timeline to frame 30. Move the model slightly up or slightly down.
(https://c.l3n.co/Utbi1v.gif)
- Turn off the "Auto Key" option. The red border will disappear.
(https://b.l3n.co/UtbjpC.png)
- When you swipe through the timeline, the model will now bob up and down.
(https://a.l3n.co/Utb0f5.gif)
- The mannequin is now complete! You can proceed to the section called "Next Steps."
Animated Mannequins Animated mannequins are less common, since they can be more difficult to make, and they're not the default style. However, they can definitely add some extra "pop" to the character select screen. Here's how to make them:
Expand to see steps
- The steps for an animated mannequin depend on where you're getting the animation from. If you you imported a default in-game animation and don't need to change anything about it, then there's nothing to do here, and you can proceed to the section called "Next Steps." If you're making a fully custom animation or customizing an imported one, then these steps will apply. I'll mostly explain the process at a high level, as it can be very specialized depending on what you're trying to do. The 3ds Max documentation (https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-7F6CB5D0-A5DF-4FFC-857F-A2675C0489E7) has a more thorough introduction to animation concepts. This is for the 2023 version of the software, but many of the concepts will still be the same. You can also find video tutorials online.
- If necessary, you'll need to configure the time of the scene. To do this, click the "Time Configuration" button. Here, you can add/remove frames, or alternatively scale the existing frames to control how long the entire animation plays. Whether and what you need to change here depends entirely on the animation you've chosen. For more information, check out the official documentation (https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-9473CAF3-AF73-4127-A98C-58ACEF01ACAC). This is for the 2023 version of the software, but this dialog has essentially remained unchanged since the old versions.
(https://d.l3n.co/UtbZ0z.png)
- Next, you can proceed to actually animating the model. First, click on the "Auto Key" button at the bottom of the screen. The screen will be trimmed in red. When this feature is on, the motions that you make with the skeleton are recorded to the timeline.
(https://b.l3n.co/UtbgBT.png)
- On the timeline at the bottom, scroll until you get to the frame that you want a particular motion to happen. Ideally, start at the beginning and work your way forward in time.
(https://a.l3n.co/UtbrYb.gif)
- At the chosen frame, move or rotate the bones to the position they should be at that point and time.
(https://d.l3n.co/Utb127.gif)
- Repeat this process over the timeline to build out your animation. You don't have to move every frame; the software will interpolate (https://en.wikipedia.org/wiki/Interpolation) the positions in between.
(https://a.l3n.co/UtbRJr.gif)
- If you press the "Play Animation" button at the bottom right corner of the screen, you'll see the animation play out in real time. The animation I made for this demonstration is obviously very simple, but you can make much more complicated animations if you're interested in doing so.
(https://c.l3n.co/UtbTSF.gif)
- With this, your mannequin is now complete! You can proceed to the section called "Next Steps."
Next Steps The next section to visit is Chapter 15 - Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945).
Summary- Mannequins are the models that appear in the Marvel: Ultimate Alliance and Marvel: Ultimate Alliance 2 character selection screens.
- There are two ways to make mannequins: with a static pose or with an animated pose.
- Static poses are easier to make and more closely resemble default mannequins.
- Animated poses are harder to make.
MARVEL MODS MODELING TUTORIAL
CHAPTER 10: BOLTONS
By BaconWizard17
Introduction BoltOns are separate models that can be attached to a character through coding in the herostat or powerstyle. Generally, they are weapons of some kind.
Unlike skin segments, BoltOns are the same across every skin they're attached to. In Ultimate Alliance, you can do power coding with different BoltOns per skin, but any BoltOns not used in powers have to be the same for each skin. In X-Men Legends and X-Men Legends II, BoltOns can not be made skin-specific.
BoltOns have some advantages. Since one BoltOn works for many skins, this can cut back on repetitively having to make the same skin segments for each new skin for a character. Using BoltOns over skin segments also keeps the total number of skin segments down, which is important because there is currently a limit to how many total skin segment entries can be present in the herostat. Lastly, BoltOns can be used to add elements to a default skin without having to completely re-rig it from scratch. With the ability to now make custom models for consoles, this is less necessary, but still a potential use.
Note: if an image is too small, click to expand it
Acquiring a Model There are 3 different ways to make a BoltOn: from a model converted from the game (like in Chapter 4 (https://marvelmods.com/forum/index.php/topic,10797.msg197657.html#msg197657)), from a character model ripped from another game (like in Chapter 5 (https://marvelmods.com/forum/index.php/topic,10797.msg197742.html#msg197742)), or simply by getting a model of the object you want to make the BoltOn of (also covered in Chapter 5). In any case, the process is the same, but I'll detail all 3. For the first case, I'll be using Deadpool's sword from his XML2 model; for the second, I'll be using Namor's trident from his Future Fight model; and for the third case, I'll be converting the pistol from Halo: Combat Evolved as a loose model.
Trimming and Preparing the Model In order to make a BoltOn, you'll need to make sure that only the weapon part of the model is present. Here's how:
Expand to see steps
Positioning the Model - General In this section, I'll explain the general positioning practices for a BoltOn. In the next sections, I'll explain the positioning for BoltOns in the left hand, right hand, and back, which are the most common places for a BoltOn.
The first time positioning a bolton is always the hardest. For that reason, I always import my model into a file with another BoltOn that I know is properly positioned, and then match its positioning there. In each section below, I'll provide helpful template files to guide you.
When positioning BoltOns, you have to take into account the bone of the skeleton that you're going to be attaching the BoltOn to. You imagine that bone in the center of the scene, and then you position the BoltOn according to that. Because of this, the BoltOn is generally not centered on the origin. Unfortunately, the orientation of the imaginary bones is somewhat counter-intuitive, so the below examples should help you.
Positioning the Model - Right Hand Positioning for the right hand is possibly the easiest bone, as it makes the most sense. Here's how:
Expand to see steps
Here are some pictures of the various example models oriented correctly:
(https://a.l3n.co/U172fA.png)(https://b.l3n.co/U17AjM.png)(https://c.l3n.co/U17WqQ.png)
And here are some .max files of properly oriented right hand models: Namor's Trident (https://www.mediafire.com/file_premium/cdlaj6ed1qf4o4q/Namor_Trident_Right.max/file)
Positioning the Model - Left Hand Left hand models are almost as easy as right hand models, with the only exception being that they need to be mirrored in the z direction. Here's how:
Expand to see steps
Here are some pictures of the various example models oriented correctly:
(https://a.l3n.co/U17Zzx.png)(https://d.l3n.co/U17gwH.png)(https://b.l3n.co/U17t11.png)
And here are some .max files of properly oriented left hand models: Namor's Trident (https://www.mediafire.com/file_premium/60cuuv24azk6imw/Namor_Trident_Left.max/file)
Positioning the Model - Back The most common BoltOn spot for the back is on the Spine2 bone. Here's how to position these types of BoltOns:
Expand to see steps
The positioning of BoltOns here is a bit trickier to explain. The left-to-right center of the BoltOn is generally about half a block in the positive x direction. The top of the model goes in the positive x direction. The front-to-back position should be about half a block in the negative y direction. If you properly position the model in one direction, you can mirror across the Z axis to get the other direction
Example images better clarify it. The first one is for a sword that sticks out to be grabbed by the right hand, and the second is for a sword that sticks out to be grabbed by the left hand
(https://c.l3n.co/U171Kc.png)(https://a.l3n.co/U17RfK.png)
And here are the .max files: left-handed (https://www.mediafire.com/file_premium/pq751uv6lkztzlb/Deadpool_Sword_Left_Back.max/file)
Positioning the Model - Forearm If you're creating a new mod, and you have a larger melee weapon and want to use different animations other than Thor's, Corvetterules has come up with a way to bolt a weapon to the forearm to use a larger melee weapon with animations such as Wolverine's. Here's how:
Expand to see steps
(https://b.l3n.co/U17E0Z.png)
The .max file for this weapon (https://www.mediafire.com/file_premium/cnss40joh4654d2/soulScythe.max/file)
Next Steps If you want your BoltOn to have some sort of animation, visit Supplement 5 - Animated Models (https://marvelmods.com/forum/index.php/topic,10797.msg197990.html#msg197990). If you're making a BoltOn for X-Men Legends or X-Men Legends II, visit Supplement 6 - Outlines/Cel Shading (https://marvelmods.com/forum/index.php/topic,10797.msg199005.html#msg199005) to learn how to add the outline. Otherwise, you can move on to Chapter 15 - Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945).
Summary- BoltOns are separate models that can be attached to any bone on a character
- One BoltOn will be applied to every skin that a character has
- BoltOns can be acquired from ripped models, imported character models, or their own models
- BoltOn positioning generally requires trial and error, but templates can help you to arrange them properly
- BoltOns can have cel shading added to them
MARVEL MODS MODELING TUTORIAL
CHAPTER 11: OTHER MODELS (POWER AND MAP MODELS)
By BaconWizard17
Introduction "Other models" refers to any other 3D object found in the game. This includes models that are used with powers (such as the shield that Captain America throws), as well as objects found in maps.
This type of model is generally the easiest to make, as the positioning is almost always consistent.
Acquiring a Model Like with BoltOns, there are multiple ways to source an other models. If there's already a standalone object in-game, you can convert it using the steps in Chapter 4 (https://marvelmods.com/forum/index.php/topic,10797.msg197657.html#msg197657). This method can also be used for power models based on skins; you can convert the skin, trim away what you don't need, and then turn that into its own model. Other models can also be acquired from other sources (like in Chapter 5 (https://marvelmods.com/forum/index.php/topic,10797.msg197742.html#msg197742)), either on their own or as part of a larger model that you trim down.
Trimming and Preparing the Model Like with BoltOns, you should first start by removing anything that you don't need in the scene. You can delete any separate objects or even any attached elements or faces as needed. For more information, check out Chapter 10 (https://marvelmods.com/forum/index.php/topic,10797.msg197792.html#msg197792).
Positioning the Model While every model can be a bit different, the positioning of other models is almost always the same. Here's how to do it:
Expand to see steps
- If your model is already positioned in the center of the screen and above the floor, then it's likely already in the right position. If that's the case, you can go straight to the section called "Next Steps." If it's not already centered, or if the initial position doesn't work right in game, follow the steps below.
(https://c.l3n.co/UVzZpK.png)
- If the pivot point of the model isn't already at the center, you'll have to make that the case.
- Select the model.
- Go to the Hierarchy rollout and turn on "Affect Pivot Only," which will turn the button purple.
(https://b.l3n.co/UVzgFZ.png)
- Select "Center to Object."
(https://c.l3n.co/UVzt0P.png)
- Turn off "Affect Pivot Only," which will turn the button gray.
(https://d.l3n.co/UVz1Bm.png)
- Move the X and Y coordinates of the part to 0. Adjust the Z so the part sits on top of the grid floor. If the position needs to be different, you can make whatever adjustments are necessary here.
(https://b.l3n.co/UVzRoi.png)
- Once the part is in the right position, you'll need to adjust its center to the world center:
- Select the model.
- Go to the Hierarchy rollout and turn on "Affect Pivot Only."
(https://c.l3n.co/UVzE2o.png)
- Set the X, Y, and Z coordinates to 0.
(https://a.l3n.co/UVzkJ9.png)
- Turn off "Affect Pivot Only."
(https://b.l3n.co/UVz6e2.png)
- Rotate the part if necessary.
- With the model selected, go to the Utilities rollout and choose the "Reset XForm" option.
(https://a.l3n.co/UVzCxv.png)
- Collapse the XForm modifier.
(https://d.l3n.co/UVzQRC.png)
Next Steps If you want your model to have some sort of animation, visit Supplement 5 - Animated Models (https://marvelmods.com/forum/index.php/topic,10797.msg197990.html#msg197990). If you're making a model for X-Men Legends or X-Men Legends II, and you want it to have the black outline (only some models in the game do), visit Supplement 6 - Outlines/Cel Shading (https://marvelmods.com/forum/index.php/topic,10797.msg199005.html#msg199005) to learn how to add the outline. Otherwise, you can move on to Chapter 15 - Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945).
Summary- Other models covers both power models and models found in maps.
- Other models can be acquired from a variety of sources.
- Other models are almost always positioned in the center of the scene.
- Other models can have cel shading added to them.
MARVEL MODS MODELING TUTORIAL
CHAPTER 12: SKINS (BIPEDS)
By BaconWizard17
Introduction This section covers the first part of how to make skins for X-Men Legends, X-Men Legends II, and Ultimate Alliance: the biped. The biped (also called the rig or the skeleton) contains the bones that animate the model. In this section, you'll learn how to position the biped. In later sections, you attach the model to the biped and adjust it, which is what allows the model to actually move.
Setting up the biped isn't too terribly difficult or time consuming, but it's important to do it correctly. If you don't, the model may not animate properly, or it may look strange or deformed in the game. Taking the time to make a proper biped is important.
Orienting the Model Before you begin, you must properly orient your model. Here's how:
Expand to see steps
First, ensure that the pivot of each object is set to 0, 0, 0. Then, rotate your model so that it faces you in the right view (if it doesn't already), and reset XForm on all objects.
(https://a.l3n.co/U9RO60.png)
Once this is done, save your file. Then, save it under a different name to indicate that you're going to add the biped. I usually go with filename_rig.max to help me distinguish between them. Save frequently to ensure that you don't lose any progress.
Biped Templates Before creating the biped, it's worth noting that for optimal model performance, it's best to match the default biped structure as closely as possible. The easiest way to do this is with a template. Here's how:
Expand to see steps
It may not be possible for every model, but you should try to get your model's proportions to match the default biped as closely as possible. Here are the links for the biped templates for default skins. You can use these templates instead of creating the biped from scratch. If the template doesn't match up with your skin perfectly, you can follow the steps in this section to adjust the template, but you don't need to create a biped if you're using one of the templates.
Raven Biped Template - Female (https://www.mediafire.com/file_premium/v3cdj84n3cxnd9i/Raven_Biped_Template_Female.max/file)
Raven Biped Template - Male (https://www.mediafire.com/file_premium/lancsokxk7d43mh/Raven_Biped_Template_Male.max/file)
Raven Biped Template - Bulky Characters (https://www.mediafire.com/file_premium/vibybngilq2t756/Raven_Biped_Template_Large.max/file) (patterned off of Juggernaut, will work for other characters like Thing or Hulk for the most part)
If you want to get your character to more closely match the proportions of these bipeds, you can visit Supplement 3 - Adjusting Model Proportions (https://marvelmods.com/forum/index.php/topic,10797.msg197976.html#msg197976). If your character uses some kind of complex biped (wings, tails, etc), visit Supplement 4 - Advanced Bipeds (https://marvelmods.com/forum/index.php/topic,10797.msg197977.html#msg197977) to get pre-made bipeds that already have the proper bones laid out.
It's recommended that you have some experience with skinning before using more advanced bipeds. Note: if you download one of these bipeds, you can save them in your shared folder as a separate file. Then go to File>Merge and choose the biped to merge it into the scene with your model.
If you find that the hips of your model don't line up with the pelvis bone of the biped, you'll need to adjust the proportions of your model. You can try to scale it, but if that makes the model too tall, check out Supplement 3 (https://marvelmods.com/forum/index.php/topic,10797.msg197976.html#msg197976). An easy way to see where the hips are positioned is to select the model and press Alt+X, which will make it transparent. It is common for models from other games to not fit quite right, because XML1/XML2/MUA1 models have longer-than-average legs.
Note: Default models from X-Men Legends, X-Men Legends II, and Ultimate Alliance won't have this problem, since they were designed with this limitation in mind.
Before going forward, it's a good idea to make sure that the pelvis bone is centered within the model's torso. Look at the side view of the model, and move the model forwards or backwards on the X axis until the pelvis is centered. Reset all the pivots of your model to 0, 0, 0 once you do. Captain America's already fits, but Scarlet Witch needs to be moved (the images show a new biped rather than the templates, but the concepts shown are the same).
(https://c.l3n.co/U9RHlD.png)(https://a.l3n.co/U9Rlbq.png)(https://c.l3n.co/U9RStA.png)
Lastly, to learn how to position bipeds, you'll need to know about Figure Mode. Figure Mode is what allows you to move and alter your biped in a permanent manner. You can find the button for Figure Mode when you select the biped and go to the Motion rollout. When Figure Mode is on, the button is blue-purple, and any changes you make to the biped are permanent, which is necessary for posing the model. When Figure Mode is off, the button is gray, and any changes are not permanent, which is necessary in later sections. When you turn Figure Mode back on, the biped resumes the position it was in before Figure Mode was turned off.
| Figure Mode Off | Figure Mode On |
| (https://d.l3n.co/U9Re4M.png) | (https://a.l3n.co/U9RnPQ.png) |
Creating a Biped If you chose not to use one of the biped templates, you can create a biped from scratch. Here's how:
Expand to see steps
- Now it's time to place the biped. Go to the Create rollout, click the Systems button, and then select biped.
(https://a.l3n.co/U9RMde.png)
- The bipeds for these games require a specific structure in order to properly work. First, the Body Type needs to be set to "Classic." Set 1 neck link, 3 spine links, 3 leg links, 0 tail links, 2 fingers, 2 finger links, 1 toe, and 1 toe link. If your character has long hair or a ponytail, give them 2 Ponytail1 links. Otherwise, leave it as 0. Add no other bones to the biped.
(https://b.l3n.co/U9RYMk.png)
- In order to place your biped, click somewhere in the scene and drag up to place the biped. I usually like to place it close to the origin, and then scale it up to where its chin touches the top of the model's head.
(https://a.l3n.co/U9Roax.png)
- Now, with the biped still selected, go to the Motion tab and enable Figure Mode. Figure Mode is what allows you to move and alter your biped in a permanent manner. When Figure Mode is on, the button is blue-purple, and any changes you make to the biped are permanent, which is necessary for posing the model. When Figure Mode is off, the button is gray, and any changes are not permanent, which is necessary in later sections. When you turn Figure Mode back on, the biped resumes the position it was in before Figure Mode was turned off.
| Figure Mode Off | Figure Mode On |
| (https://b.l3n.co/U9RD6H.png) | (https://d.l3n.co/U9RNz1.png) |
- Once you've done this, select the Rotation track, and then rotate the biped so it faces forward in the Right view, the same as your model.
(https://b.l3n.co/U9RPbc.png)(https://d.l3n.co/U9RFtK.png)
- The positioning of the center of the biped is very important to prevent floating. Select the horizontal move track and enter 0.69 for the X coordinate and 0.0 for the Y coordinate.
(https://c.l3n.co/U9RUKZ.png)(https://d.l3n.co/U9RcPP.png)
and then select the Vertical move track and position the biped at a Z coordinate of 41.82. This value must be 41.82, or else your model will float in-game.
(https://a.l3n.co/U9Rbjm.png)(https://d.l3n.co/U9Rwqi.png)
- If you find that the hips of your model don't line up with the pelvis bone of the biped, you'll need to adjust the proportions of your model. You can try to scale it, but if that makes the model too tall, check out Supplement 3 (https://marvelmods.com/forum/index.php/topic,10797.msg197976.html#msg197976). An easy way to see where the hips are positioned is to select the model and press Alt+X, which will make it transparent. It is common for models from other games to not fit quite right, because XML1/XML2/MUA1 models have longer-than-average legs.
Note: Default models from X-Men Legends, X-Men Legends II, and Ultimate Alliance won't have this problem, since they were designed with this limitation in mind.
(https://b.l3n.co/U9RxMo.png)(https://a.l3n.co/U9Ryh9.png)
- Before going forward, it's a good idea to make sure that the pelvis bone is centered within the model's torso. Look at the side view of the model, and move the model forwards or backwards on the X axis until the pelvis is centered. Reset all the pivots of your model to 0,0,0 once you do. Captain America's already fits, but Scarlet Witch needs to be moved.
(https://b.l3n.co/U9RGC2.png)(https://a.l3n.co/U9Razv.png)(https://c.l3n.co/U9RLia.png)
- The last thing to do before positioning the biped is to rename the forearm bones. By default, they're called "Bip01 R ForeArm" and "Bip01 L ForeArm." However, the animations these games have those bones named "Bip01 R Forearm" and "Bip01 L Forearm" with a lowercase A. If you don't change that, the lower arms won't animate in Ultimate Alliance, and they'll disappear in X-Men Legends II. To fix this, simply select each bone and rename them from "ForeArm" to "Forearm".
Note: If your version of 3ds Max isn't in English, you may need to rename all of your bones to have the proper name. This will not be an issue for the version included with the virtual machine.
(https://c.l3n.co/U9RhwC.png)(https://b.l3n.co/U9Rpa3.png)
Posing the Biped - Lower Half Now, it's time to pose the lower half of the biped. Proper posing is essential to make sure that your character animates properly. Here's how:
Expand to see steps
Again, to be able to see the biped within the body more easily, select all parts of your model, and press alt+X, making the model transparent.
To reduce the number of images, I'm going to show all the changes on Captain America's biped only. I'll show an image of Scarlet Witch before and after at the end of this section. The process is the same no matter which character you're using. Just make sure to line everything up, and don't be afraid to tweak it.
I always begin with the lower body, and do the upper body after.
- The first bone to mess with is the pelvis. First, you want to make it vertically thin using the scale tool. Not paper thin, but much thinner than it is now. As needed, adjust its width to make sure that the thigh bones will go through the thighs. You may need to adjust it later, depending on the legs.
(https://a.l3n.co/U9T1wD.png)(https://b.l3n.co/U9TT1q.png)(https://d.l3n.co/U9TEpA.png)
- After this, select either thigh. Go to the Track Selection and choose Symmetrical. This allows you to edit both thighs at the same time, mirrored from one another. Looking at the side, pivot the thighs so that they go through the knees, and looking at the front, pivot the thighs so that the leg bones go straight through the knees and ankles. At this stage, it may be necessary to adjust the Pelvis width to make sure the leg bones go through properly. Lastly, adjust the length of the thighs so that the joint is on the knees.
(https://c.l3n.co/U9TkfM.png)(https://d.l3n.co/U9TC0Q.png)
(https://b.l3n.co/U9TJqa.png)(https://a.l3n.co/U9TQYe.png)(https://c.l3n.co/U9T92k.png)
(https://d.l3n.co/U9TdCx.png)(https://b.l3n.co/U9TqSH.png)(https://c.l3n.co/U9TBx1.png)
- You'll want to do the same with the calves. From the side (with the Symmetry track selected), pivot them so they cross through the ankles, and then shorten them to touch the ankles. Default XML1/XML2/MUA1 models have a slight bend in their knee, but other models may not necessarily.
(https://d.l3n.co/U9Ts1c.png)(https://b.l3n.co/U9T3pK.png)(https://c.l3n.co/U9T4FZ.png)
- Once you've done this, select the thighs again, and pivot them in or out to make sure they line up with the direction of the knees (if necessary).
(https://a.l3n.co/U9Tp0P.png)(https://d.l3n.co/U9T7Bm.png)
- With the feet, select them with the Symmetry track, and pivot them to align with the feet of the model. The bottoms should stay flat. From the side, adjust the height of the feet so that they touch the plane. Then, for the length, look at the bottom of the feet with wireframe mode (enable by pressing F3). Find a place where there's a line across or at least a vertex on the side of the feet, and make the foot bone that long.
(https://a.l3n.co/U9TOoi.png)(https://a.l3n.co/U9TzJ9.png)(https://c.l3n.co/U9TSe2.png)
(https://d.l3n.co/U9Texv.png)(https://a.l3n.co/U9TvRC.png)(https://d.l3n.co/U9TLp5.png)
- If the feet don't quite fit in the space, go back through and tweak the position of the upper bones, so that everything properly lines up.
(https://c.l3n.co/U9TMFz.png)(https://a.l3n.co/U9ToIT.png)
- For the toes, just scale them until they fill the toe area of the character.
(https://d.l3n.co/U9TuBb.png)(https://a.l3n.co/U9TDo7.png)
- Once you've ensured that the legs are properly placed, you can adjust their thickness so they fit the model. It's okay to make them thicker than the model, but make sure that the thighs and calves don't cross over one another.
(https://c.l3n.co/U9TP8r.png)(https://b.l3n.co/U9TfJF.png)
This completes the posing of the bottom half of the biped. Here are a few shots of Scarlet Witch to show how I posed her:
(https://a.l3n.co/U9TFe3.png)(https://b.l3n.co/U9TUy0.png)(https://c.l3n.co/U9TXRD.png)
(https://d.l3n.co/U9Tb7q.png)(https://a.l3n.co/U9TwUA.png)(https://d.l3n.co/U9TtS0.png)
Once you've gotten the lower half of your character posed, proceed below to learn about posing the upper half.
Posing the Biped - Upper Half After posing the lower half of the biped, you can continue by posing the upper half. Here's how:
Expand to see steps
- Before continuing, make sure to save your file if you haven't already. Save your work frequently while making skins to make sure you don't lose any progress.
- Once you've gotten the legs positioned, you'll want to get the spine in place. Begin with Bip01 Spine, the lowest bone. Before scaling it, you need to make sure it's in the proper position. Use the move tool to move it to X: 0.85, Y: 0, and Z: 42.1
(https://c.l3n.co/U9Th8e.png)
- Next, you need to scale the spine bones. Scale Bip01 Spine to be short, so that its top is roughly where you would expect the character's waist to be.
(https://d.l3n.co/U9E2Qk.png)(https://b.l3n.co/U9E8ex.png)
- Next, move up to Spine1, the middle bone. Scale it down so that it's top touches the bottom of the latissimus dorsi muscle, which is the back muscle that sticks out of the sides.
(https://d.l3n.co/U9EAyH.png)(https://b.l3n.co/U9EiT1.png)
- From there, adjust Spine2, the highest bone. Scale it up so that it goes up to the base of the neck, and then from the side, tilt it back slightly so the base of the neck is in the correct place. Spine2 should be the longest of your Spine bones, with Bip01 Spine being the shortest and Bip01 Spine1 being in the middle.
(https://c.l3n.co/U9Ej7c.png)(https://d.l3n.co/U9E0UK.png)(https://a.l3n.co/U9EZZZ.png)(https://c.l3n.co/U9EgmP.png)
- If things aren't lining up quite right, you can go back through and re-adjust the spine bones, to make sure the neck will go through the center of the neck of the mesh, and that all the bones are the proper length. Be sure to fully adjust the spine before you move on to the arms. I always do the neck and head after the spine and before the arms, so that I can change the spine as needed.
- For the neck, pivot it so that it follows the neck of the model. Shorten it as needed, so that the chin of the head bone is even with the chin of the model.
(https://b.l3n.co/U9Erum.png)(https://d.l3n.co/U9E1Ai.png)(https://b.l3n.co/U9ERQo.png)
- For the head, scale it until it fits the bounds of your head. Try to keep from making it too big. For XML1/XML2/MUA1 default models, I also slightly tilt the head down, so the head bone lines up better. I did the same for Scarlet Witch, but you may not need to on every model.
(https://c.l3n.co/U9ETn9.png)(https://b.l3n.co/U9EE52.png)(https://a.l3n.co/U9E6Tv.png)
(https://c.l3n.co/U9ECOC.png)(https://b.l3n.co/U9EJU5.png)
- Once you're satisfied with the spine and head, you can move on to the arms. Select the clavicles with symmetry mode, and scale them until they're thin like the Pelvis. Then, use the move tool to move them to the right place. You want to move Bip01 R Clavicle to X: -0.7, Y: -0.3, Z: 59.5 and move Bip01 L Clavicle to X: -0.7, Y: 0.3, Z: 59.5. If the Z coordinate doesn't work due to the proportions of your model, at least try to get the X and Y coordinates correct and get the Z coordinate as close as possible.
Note: It seems that the X coordinate varies a bit from character to character. You may need to tweak it for your character. The images show X: 0.35, but I think that X: -0.7 is more common.
(https://d.l3n.co/U9EVZz.png)
- Next, scale the clavicles so the joint with the upper arms is just slightly outside the line that goes down from the trapezius and deltoid, shown with the red line in the picture. Make sure they're not too long, so that the shoulder joint is in the right place. For female characters, the clavicles need to be slightly shorter.
(https://c.l3n.co/U9E9sT.png)
- Lastly for the clavicles, you need to tilt them down very slightly (just a few degrees) and also tilt them back so that the ends are in the correct place for the shoulder joints.
(https://d.l3n.co/U9Edub.png)(https://a.l3n.co/U9EBA7.png)(https://c.l3n.co/U9EmVr.png)
- For the upper arms, pivot them with symmetry mode, so that they line up with the flow of the arms, and then scale them so the joint is right at the elbow. Make any adjustments to the clavicles as needed, but try to keep them as close to default position as you can.
(https://b.l3n.co/U9EsnF.png)(https://d.l3n.co/U9E353.png)(https://c.l3n.co/U9EKE0.png)
- For the forearms, adjust the angle so it continues to go straight through the arm. Arms are generally straight on models (especially XML1/XML2/MUA1 default models), but be sure to look closely at other models to determine what's best for you. Also, scale the lower arms so that the joint is at the wrist. In this case, I also needed to slightly rotate the clavicles forward to get the right line.
(https://d.l3n.co/U9EpOD.png)(https://b.l3n.co/U9E7cq.png)(https://lensdump.com/i/U9EHgA)(https://d.l3n.co/U9ElsM.png)
- Before moving on to the hands, check over the arms and make sure you don't need to tweak anything.
- For the hands, go into wireframe mode (press F3), and find the line where the fingers begin. Scale the hand bones with symmetry mode to get them the right length, and scale the width as needed. From the side, scale the thickness to fill the hand. If the hand bone isn't centered in the hand, adjust the height of the clavicles.
(https://b.l3n.co/U9EeAa.png)(https://a.l3n.co/U9EnVe.png)(https://d.l3n.co/U9Evvk.png)(https://c.l3n.co/U9EL5x.png)
- For the finger bone closer to the hand (Finger1), scale the width to be as wide as all 4 fingers. If the character has attached fingers, scale the length to the next line of the fingers. If they have 4 individual fingers, scale the length to the first knuckle of the index finger. From the side, scale the thickness to be as thick as the fingers. If necessary, you can move the finger bones up and down.
I've included Scarlet Witch's finger positioning here, to give an example of how to position with individual fingers. You can see that I had to adjust the positioning of the hands to get the fingers to work. Continual adjustment ensures you get the positioning right.
(https://a.l3n.co/U9EYEH.png)(https://d.l3n.co/U9EoH1.png)(https://b.l3n.co/U9Eucc.png)
(https://c.l3n.co/U9ENgK.png)(https://a.l3n.co/U9EP3Z.png)
(https://c.l3n.co/U9EfDP.png)(https://a.l3n.co/U9EUWm.png)(https://c.l3n.co/U9Ec9i.png)
(https://b.l3n.co/U9EXvo.png)(https://c.l3n.co/U9EbG9.png)(https://d.l3n.co/U9Exk2.png)
- For the further finger bone (Finger11), the process is the same, but make sure you scale the length to slightly beyond the end of the fingers.
(https://b.l3n.co/U9EyHv.png)(https://a.l3n.co/U9E5XC.png)(https://d.l3n.co/U9Eag5.png)(https://c.l3n.co/U9Eh3z.png)
(https://a.l3n.co/U9k2NT.png)(https://b.l3n.co/U9kAWb.png)
- Now, adjust the thumb (Finger0). Move it so that its joint with the hand is where the base of the thumb of the model is, and then scale it to the proper length and thickness. Try to look for a joint in the thumb to line it up with. Wireframe mode is the easiest way to do this.
(https://a.l3n.co/U9kW97.png)(https://a.l3n.co/U9kW97.png)(https://b.l3n.co/U9kjGF.png)(https://d.l3n.co/U9kIk3.png)
(https://a.l3n.co/U9kZl0.png)(https://c.l3n.co/U9kgXD.png)(https://d.l3n.co/U9ktrq.png)
- The lower thumb, Finger01, is the last one to pose. Just angle and scale it to fit the remaining thumb.
(https://c.l3n.co/U9k14A.png)(https://b.l3n.co/U9kRNM.png)(https://d.l3n.co/U9kEiQ.png)(https://b.l3n.co/U9kk9a.png)
(https://d.l3n.co/U9k6Le.png)(https://c.l3n.co/U9kCak.png)
- You may notice that the fingers of your opposite hand don't look quite right. They're not lined up in the same way. The easiest way to fix this is to select all the bones of the correct hand, go to the "Copy/Paste" rollout, and select "Copy Posture" under "Posture." Select the same bones of the other hand, and then select "Paste Posture Opposite." The other hand will assume the proper shape. This is also useful in any case where you forget to turn the Symmetry track on.
(https://b.l3n.co/U9kQkx.png)(https://c.l3n.co/U9kVlH.png)
(https://b.l3n.co/U9k9b1.png)(https://a.l3n.co/U9kqrc.png)(https://d.l3n.co/U9kB4K.png)
- The only thing left to adjust on the body is to adjust the thickness of the Spine bones. Don't change the width of them, just the front-to-back thickness. Also make sure that the arm bones fill the arms fully.
(https://a.l3n.co/U9kmPZ.png)(https://c.l3n.co/U9k3iP.png)
(https://b.l3n.co/U9k4dm.png)(https://a.l3n.co/U9kKMi.png)
- If your character has long hair or a ponytail, adjust the two ponytail bones to fit the hair. Try to keep the base of the upper ponytail in the same place, and put the joint of the two ponytail bones in the middle. Avoid crossing the ponytail bones with the spine bones.
(https://d.l3n.co/U9kpao.png)(https://a.l3n.co/U9kO69.png)(https://d.l3n.co/U9kHz2.png)(https://b.l3n.co/U9klbv.png)
Now your biped is all posed! I'm going to attach the .max files for these two characters. The Captain America I'm attaching isn't the one that I've done in this tutorial, but it's actually that mesh imported onto my template. The template is pretty much solid, so I trust it more greatly.
Captain America (https://www.mediafire.com/file_premium/gdqa3tp8q23xavq/Cap_Tutorial_2Rig.max/file)
Scarlet Witch (https://www.mediafire.com/file_premium/3m5h25vldhwd73t/SW_Tutorial_2Rig.max/file)
I can offer .max files of any other skins I've made on request.
Next Steps Now that you've finished posing your biped, you can proceed to Chapter 13 - Skins (Physique) (https://marvelmods.com/forum/index.php/topic,10797.msg197942.html#msg197942).
Summary- Before placing the biped, rotate the character in the right view
- The biped type must be Classic, with the proper number of bones
- Bip01 needs to be placed at 0.69, 0, 41.82 for the character to animate properly
- Figure Mode must be on to pose the biped
- The pelvis needs to be centered within the body, made thinner, and its width needs to be such that the hips are placed correctly
- Thighs need to follow the leg and be the proper length to go through the knee
- Calves need to follow the leg and be the proper length to stop at the ankles
- Feet need to touch the plane, and be short enough to allow for the toes to be properly placed
- The toes need to fill the remaining space of the legs
- Always go back and adjust the legs if they're not properly aligned
- Adjust the thickness of the bones to go through the mesh, but make sure left and right side bones don't cross over
- To position the spine, Spine goes from the pelvis to the waist, Spine1 goes from the waist to the lat muscles, and Spine 2 (the longest bone) goes from the lat muscles up to the neck
- The neck needs to follow the line of the mesh's neck and be short enough for the chin of the head bone to touch the chin of the model
- The head needs to be scaled to fit the mesh head, and can be tilted down some as needed
- The clavicles should sit horizontally and point to the shoulders of the mesh. The joint should be just below the shoulder muscle. They can be rotated forward
- The upper and lower arms should follow the path of the arms
- The hand should fit the whole area of the hand before the knuckles
- For conjoined fingers, the finger joint should be at an edge along the hands. For separate fingers, the joint should be on the joint of the index finger
- The thumb needs to be positioned to align with the thumb of the model
- The positioning of one side of a biped can be mirrored to the other side
- Don't move the origin of the ponytail bones very much. Put the joint in the middle of the hair, and make the bones as wide as the hair. Don't make them so thick that they cross the spine bones
- You can use templates to easily set up a biped for a model. It will save you a lot of time
MARVEL MODS MODELING TUTORIAL
CHAPTER 13: SKINS (PHYSIQUE)
By BaconWizard17
Introduction Within 3ds Max, there are two modifiers that can be used to attach the model to the biped. The physique modifier is one of them, and the other is the skin modifier, which is covered in Chapter 14. Both modifiers assign specific "weights" to each vertex of your model, and those weights tell the model how strongly the movement of a specific biped object should impact that vertex. However, the way that 3ds Max applies these weights isn't always natural to how the model moves, so it's important to adjust these weights after applying either modifier.
For a finished skin, you must use the skin modifier. However, 3ds Max 5 doesn't allow you to apply the skin modifier directly. Instead, you first have to apply the physique modifier and then convert it to a skin modifier. You can change the weights for your vertices in either the physique modifier or the skin modifier. The way that weights should be assigned is similar for both modifiers, but the way to actually make changes is different.
Some people prefer to apply the physique modifier, adjust the weights, and then convert to a skin modifier before export. This is my preferred method. Other people prefer to apply the physique modifier and then convert it to a skin modifier immediately, then adjust the weights. Either method is acceptable.
In this chapter, I'll explain how to apply the physique modifier and how to adjust weights in it. I'll go through the overall concepts of how the weights should be set up for different parts of the model (starting with the section called "Weights on Solid Objects"). The next chapter shows you how to convert the physique modifier to a skin modifier and also explains how to adjust weights in the skin modifier. The weighting concepts won't be repeated there, since they're the same, and you can use this chapter as a reference for those aspects.
Note: if an image is too small, click to expand it.
Applying the Physique Modifier The first step to the process is applying the physique modifier. Here's how:
Expand to see steps
- After completing the positioning of your biped, save the file. Then, save it under a new name, like filename_physique.max. Be sure to save consistently through the physique process, to make sure that you don't lose any progress in a crash. Max is particularly vulnerable to crashing during the physique stage. Saving a backup midway through doesn't hurt either, especially for high poly skins.
- Now, select all parts of the model (not the biped). Under the Modify rollout, pick the Physique modifier, and press the "Attach to Node" button. Then, press H on your keyboard to bring up the list selection. Select Bip01, and press "Pick." At the next dialog, just press "Initialize."
(https://b.l3n.co/U93Mqx.png)(https://d.l3n.co/U93YYH.png)(https://c.l3n.co/U93u21.png)
- Once you've done this, go to the Motion rollout (with any part of the biped selected), and turn off Figure Mode. Figure Mode is off when the button is gray.
(https://b.l3n.co/U93DCc.png)
- Now, select any parts of your biped, and rotate them around. It's a good idea to move symmetrical parts (arms and legs) with the symmetry track selected. Generally, the way I position the model is by bending the upper arms down (pull them up if the arms are already lower), the lower arms forward, the thumbs up, the head back and to the side (forward and to the side for long hair), the thighs out, and the calves back. Rotate the ponytail bones up.You'll notice the model moves with the biped, but some parts get deformed. This is what we'll be fixing.
Note: selecting any bone and turning figure mode back on will cause it to resume its initial position. Always turn figure mode off before moving again.
(https://c.l3n.co/U93NSK.png)(https://d.l3n.co/U93PxZ.png)
Next up, I'll show you the general process for adjusting the physique modifier
Saving and Loading the Physique Modifier Within 3ds Max, it's possible to save the physique modifier to a file. This is really valuable as an additional backup so that you don't lose your work if 3ds Max crashes or your main file is corrupted. It can also be useful for transferring weights between skins that have similar shapes. Additionally, it can be helpful if you need to go back and make any changes to your model without having to redo the entire process of adjusting weights. I recommend doing this periodically throughout the process of adjusting the modifier, and you should definitely do it before moving on to the conversion to the Skin modifier. Here's how:
Expand to see steps
First, the process for saving the physique modifier:
Next, the process for loading the physique modifier.
General Process for the Physique Modifier This section covers the general process for editing the physique modifier. After this, I'll go through specific areas that tend to have the most problems, and how to adjust them.
Expand to see steps
With all that said, it's time to go on to the actual process. Be sure to look at each section that pertains to your model, as most of the sections should apply.
Weights on Solid Objects Solid objects are the easiest thing to edit with Physique, so I usually start with them. Here's how to edit the modifier for them:
Expand to see steps
If you have a solid object, you'll want to weight every vertex to one bone. Solid objects can include things like weapons, pouches, large protrusions, logos, certain helmets, and the like. Each one is different, so look carefully to determine the best place. Often, I'll do this process before I even move the character
- Hand-held weapons: weight fully to the hand that holds them.
- Hand-held arrows: weight fully to the Finger1 bone of the hand that holds them.
- Shields: shields generally look better fully weighted to the forearm of the character, but for Captain America (and characters that use his animations), the shield should be weighted to his hand to fit the menu animations.
- Weapons on the back: weight fully to Spine2.
- Weapons on the hip: weight fully to the correct thigh bone.
- Holsters: weight fully to the same bone the weapon is weighted to.
- Pouches: belt pouches are generally best fully weighted to Bip01 Spine. Chest pouches are best fully weighted to the nearest Spine bone. Arm and leg pouches should be fully weighted to the nearest arm or leg bone.
- Logos/symbols: follow the same rules as pouches (unless they appear to be "soft," in which case it's better to leave them alone).
- Helmets: if the helmet is solid and allows them to move their head, weight the helmet fully to the head. If the helmet is solid and prevents them from moving their head (Juggernaut), weight the helmet fully to Spine2.
- Cuffs: cuffs (like on gloves or sleeves) should also be fully weighted to the nearest bones. For gloves, this is usually the forearm.
- Other solid objects: weight it fully to the nearest bone.
In the case of Captain America, I'll fully weight the vertices of the shield to Bip01 L Hand.
(https://c.l3n.co/U9352v.png)(https://d.l3n.co/U93GJC.png)
Weights on the Arms I generally do the arms next after any solid objects. Here's how to edit physique for the arms:
Expand to see steps
Weights on the Legs After fixing the arms, I usually start at the bottom, at the legs. Here's what you should do:
Expand to see steps
- Turn Figure Mode back off, and move your character around again. After getting them into position, I usually hide the biped, as well as any detached objects I've finished working with.
- You'll notice that some of the vertices in the middle of the legs don't fully move with the rest of the legs, because they're stuck to one another. To remedy this, select the vertices of each leg one at a time (excluding the crotch), and unweight from the bones of the other leg.
(https://c.l3n.co/U94Apb.png)(https://d.l3n.co/U94WF7.png)
- When you get to the crotch, select each side at a time. Don't worry about vertices that are too high up or too far forward or back, just get the ones close to the middle, where the legs and crotch join. Weight them fully to the thigh they're closer to, and do a weight of 0.5 to the thigh they're not as close to.
(https://c.l3n.co/U94jIr.png)(https://d.l3n.co/U940BF.png)
- If you have a problem where your knees look like they're curved rather than bent, unweight the calf vertices close to the knee from the thigh, and the thigh vertices close to the knee from the calf.
(https://a.l3n.co/U94Io3.png)(https://b.l3n.co/U94g80.png)(https://c.l3n.co/U94rJD.png)
Weights on the Chest Sometimes, especially with female characters, the chest can get some light weight to the arms. Here's how to fix that:
Expand to see steps
Select the portions of the chest that are affected (test by moving the arms), and unweight from the upper arms as needed.
(https://b.l3n.co/U94teq.png)
Weights on the Fingers and Thumbs The fingers and thumbs almost always need some level of adjustment. Here's how to do it:
Expand to see steps
Especially if the thumbs start close to the hand, the thumb and hand can end up pulling on each other. Select all the thumb vertices and unweight them from the hand (and Finger1 and Finger11). Select any hand vertices that are affected by the thumb and unweight them from the thumb (Finger0 and Finger01).
(https://d.l3n.co/U94TRM.png)(https://c.l3n.co/U941yA.png)
If any of your fingers didn't connect to the bones, weight them to the proper bones
Weights on the Head The head can sometimes cause problems with the shoulders, and sometimes Spine2 can cause the head to deform. Here's how to fix it:
Expand to see steps
Select all vertices of the head above the neck (ignore long hair). Unweight them from Spine2. Then, select all the vertices of the shoulders and chest area, and unweight them from the head (and neck). The head may still look a bit deformed, but trust the weights.
(https://c.l3n.co/U94E7Q.png)(https://b.l3n.co/U94kFa.png)
Weights on the Hair Physique on the ponytail is easy in theory, but can be tricky in practice, especially on high poly models. Here's how to approach it:
Expand to see steps
You need to unweight the body (and sometimes the arms) from the ponytail bones, and the ponytail/long hair from the body bones (and sometimes the arm bones). This can sometimes result in having to go one by one on the vertices, or a few at a time, to get it right, but the more you do it, the easier it gets. Use wireframe mode (F3) to your advantage. It's generally easier to get all the body vertices out of the way first, and then mess with the hair.
For hair closer to the head, leave it weighted to the head, especially at the front and top.
(https://a.l3n.co/U94Jmk.png)(https://d.l3n.co/U94CIe.png)
Once you're done, select the lower half of the hair and weight it all again to Ponytail11, and select the upper half of the hair and weight it to Ponytail1. This ensures no vertices are left behind.
Weights on Capes Capes are a bit tricky to do, since they don't have their own bones. Here's how I approach them:
Expand to see steps
Ideally, you should have separated your cape as its own object. Once you've done that, the most ideal way to weight the cape is as follows: All vertices higher than the hips are weighted completely to Spine2. Below that, the vertices are gradually weighted more and more to each calf. Vertices in the same row are given the same weight to Spine2. Vertices on the left are weighted to the left calf, vertices on the right are weighted to the right calf, and those in the middle are evenly split.
(https://c.l3n.co/U94Qox.png)
Weights on Skirts On higher poly models, skirts can prove to be a challenge. CorvetteRules has put together a detailed explanation of how to adjust them:
Expand to see steps
Alright, so here's how I choose to do it. I'm gonna have to break this up into vertex types depending on location. But first, a pre-requisite - make sure to use a viewpoint that displays your model in such a way that it is facing the camera. Seeing as we're rigging skins for MUA, that'll most likely be the right viewpoint
Now then, onto the actual vertices. Select the mesh which includes the skirt model, and then, the only vertices you will have to worry about are the ones that begin from the crotch down. So anything above the crotch and below the waist, you won't have to worry about
As for the vertices you will have to worry about, which are the ones below the crotch, I break them up into categories:
- the vertices which reside in the middle in the Right viewport (again, assuming that the model is facing forward in that viewport). Select the vertices from the crotch down, which are located such that they're either in that gap between the thighs, or slightly overlapping with the thighs. To that end, I personally use a fence selection tool for precision. If you did this right, then the vertices in the front of the skirt, as well as the back, will be selected, in that middle region. With your vertices selected, you must now weight them to the right thigh as well as the left thigh with a value of 0.5
- the vertices which are very close to one thigh and far from the other. Let's take, for example, the vertices which cross this middle territory and overlap entirely with the right thigh. You must select those, in the front as well as in the back through the aforementioned method, and weight them with a value of 0.5 to the right thigh and 0.3 to the left thigh. Closer thigh is 0.5, the further thigh is 0.3. Then you do the same on the other side - you select the vertices overlapping with the left thigh and weight those 0.5 to the left thigh and 0.3 to the right thigh
- the vertices which are far from a thigh and very far from the other. Those are the vertices at the two ends of the skirt in the right viewport, and they cross the respective territories described at 2). Let's say you want to do this for the vertices that are kinda far from the right thigh, and very far from the left thigh. Select those, weight them 0.3 to the right thigh and 0.1 to the left thigh. Then do the same on the other side. Select vertices, weight them 0.3 to left thigh and 0.1 to right thigh
(https://d.l3n.co/U9498H.png)
In the example I used, the character also has a dress extension behind them, but this should do well enough for skirts in general.
One thing I wanna point out, especially if the mesh has a ton of vertices - even after you do this, you may have leftover vertices that do not look quite right. You would actually be quite fortunate to get it all right in this bulk weighting process, so do expect a need to take individual vertices and handle them. Use the same judgement as when you selected multiple vertices for each individual vertex, depending on the area where they are situated
And, well, I said you need to do this below the crotch. I want to amend that by saying that you should select all the vertices below the vertical half of the crotch, so to speak
It took me some trial and error to discover this, and no doubt to this day there may be some refinement to be done for this method to improve the results, but it's a start
Next Steps Once you're finished, check over all parts of the model to make sure everything looks good. Once that's done, unhide the remaining parts of the model, turn Figure Mode back on, and save your file. Now, you're ready to proceed to Chapter 14 - Skins (Skin Modifier) (https://marvelmods.com/forum/index.php/topic,10797.msg197944.html#msg197944)
Summary- The physique modifier attaches the model to the biped
- The initial calculations that the physique modifier makes aren't perfect, so you need to adjust it
- If you properly set up your biped, most of the work you'll do in physique is unweighting things
- The physique modifier has some strange peculiarities that you need to watch out for
- Turn off figure mode to move the character around to check for deformities
- Once you've finished with physique, turn figure mode back on
MARVEL MODS MODELING TUTORIAL
CHAPTER 14: SKINS (SKIN MODIFIER)
By BaconWizard17
Introduction Within 3ds Max, there are two modifiers that can be used to attach the model to the biped. The physique modifier, covered in Chapter 13 is one of them, and the other is the skin modifier. Both modifiers assign specific "weights" to each vertex of your model, and those weights tell the model how strongly the movement of a specific biped object should impact that vertex. However, the way that 3ds Max applies these weights isn't always natural to how the model moves, so it's important to adjust these weights after applying either modifier.
For a finished skin, you must use the skin modifier. However, 3ds Max 5 doesn't allow you to apply the skin modifier directly. Instead, you first have to apply the physique modifier and then convert it to a skin modifier. You can change the weights for your vertices in either the physique modifier or the skin modifier. The way that weights should be assigned is similar for both modifiers, but the way to actually make changes is different.
Some people prefer to apply the physique modifier, adjust the weights, and then convert to a skin modifier before export. This is my preferred method. Other people prefer to apply the physique modifier and then convert it to a skin modifier immediately, then adjust the weights. Either method is acceptable.
In this chapter, I'll explain how to convert the physique modifier into a skin modifier and how to adjust weights in it. To learn about the overall concepts of how the weights should be set up for different parts of the model, head back to Chapter 13 (starting with the section called "Weights on Solid Objects"). The concepts are the same, but you'll just be applying them a bit differently. If you already adjusted the weights in the physique modifier, it's not necessary to do it again in the skin modifier.
Note: if an image is too small, click to expand it.
Converting to Skin The first step is converting the physique modifier to the skin modifier. Here's how:
Expand to see steps
Saving and Loading the Skin Modifier Within 3ds Max, it's possible to save the skin modifier to a file. This is really valuable as an additional backup so that you don't lose your work if 3ds Max crashes or your main file is corrupted. It can also be useful for transferring weights between skins that have similar shapes. Additionally, it can be helpful if you need to go back and make any changes to your model without having to redo the entire process of adjusting weights. I recommend doing this periodically throughout the process of adjusting the modifier. If you adjusted weights in the physique modifier and don't plan to make adjustments in the skin modifier, you don't have to do this, but I recommend it otherwise. Here's how:
Expand to see steps
First, the process for saving the skin modifier:
Next, the process for loading the skin modifier.
General Process for the Skin Modifier This section covers the general process for editing the skin modifier. I'm less familiar with the skin modifier and don't use it as often, so I won't go into all of the details on specific applications. However, the principles from Chapter 13 - Skins (Physique) (https://marvelmods.com/forum/index.php/topic,10797.msg197942.html#msg197942) all apply similarly with the skin modifier.
Expand to see steps
- To edit the skin modifier, you'll want to select your model. Go over to the skin modifier, and press "Edit Envelopes." This will make it turn yellow. There are a few things to configure to help you edit. Under "Select," make sure "vertices" is selected. Then, at the bottom, under "Display," make sure to turn off "Show Colored Faces," and turn on "Show All Vertices" and "Show No Envelopes."
(https://c.l3n.co/U94U5q.png)(https://d.l3n.co/U94XEA.png)(https://c.l3n.co/U94bOM.png)
- Now, go to where your vertices are messed up. For this example, I messed up some vertices on Captain America's thumb to demonstrate how to fix it. On the right, select the envelope of the bone you want to edit. In this case, it's Bip01 R Finger01. Select the vertices you're trying to affect. They will be outlined in white. Then, scroll down to the box that says "Abs. Effect," and input the number there.
The numbering process here is slightly different than physique, as all of the absolute effects must sum up to 1. If you want to fully weight to one bone, the abs effect is 1. If you want to weight evenly to two bones, the abs effect must be 0.5 for each one. For 3 bones evenly, it's 0.333 for each, and for 4 bones evenly, it's 0.25 each. You can do any numbers in between too, but they must all add up to 1. Look at the preview to verify it. If you want to fully unweight from a bone, input 0 into the abs effect, but make sure your vertices will still be weighted to another bone.
If you're doing numbers other than 1 or 0, it's better to use the up and down arrows next to abs effect, because that way you can see the gradual change.
(https://a.l3n.co/U94wcQ.png)
- In this case, I want to fully weight to R Finger01, so I just type 1 into the "Abs Effect" box.
(https://d.l3n.co/U94yZa.png)(https://c.l3n.co/U945se.png)
The nice thing about editing with the skin modifier is that if you want to weight fully to one bone, you can do it in just one step. However, weighting to multiple bones can take more steps. It's up to you to decide which is more convenient for you.
Additional Skin Operations Once your skin is complete, there are a few additional operations that you may need to do:
- If you're going to use your skin in X-Men Legends or X-Men Legends II and want to add the characteristic black outline to it, you can visit Supplement 6 - Outlines/Cel Shading (https://marvelmods.com/forum/index.php/topic,10797.msg199005.html#msg199005).
- If your skin has separate objects that need to be turned into skin segments (to be hidden and shown via herostat/powerstyle code), you can visit Supplement 7 - Skin Segments (https://marvelmods.com/forum/index.php/topic,10797.msg199722.html#msg199722).
- If your skin is going to have an outline and uses skin segments, first follow Supplement 6 and then follow Supplement 7 after.
- For about 2/3 of the default characters in Marvel: Ultimate Alliance, most of the default characters in Marvel: Ultimate Alliance 2, and some custom characters, there are additional bones that are used as attachment points for effects. Supplement 8 - fx Bones (https://marvelmods.com/forum/index.php/topic,10797.msg199723.html#msg199723) shows how to check if a character uses them (including a list of default characters who use them), and also shows how to add them to the skin. These bones are required, as the effects will not appear otherwise. They are not used in XML1/XML2, so they're not needed for any skins used only in those games.
Next Steps With your skin completed and any additional processes applied, you're now ready to export your skin! Proceed to Chapter 15 - Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945).
Summary- The skin modifier is a modifier that converts the physique modifier. You must convert from physique to skin during the modeling process, but it's up to you if you want to edit weights in the physique modifier or in the skin modifier
- The skin modifier can be used to edit the weights of vertices.
- If you've properly set up your model with Physique, all you have to do is convert it to a skin and move on. There's no need to edit it if it's correct
- If you do wish to edit the Skin Modifier, you can do so as well.
MARVEL MODS MODELING TUTORIAL
CHAPTER 15: EXPORTING MODELS
By BaconWizard17
Introduction Below are the steps for exporting models for use in your game. There are different ways of exporting depending on the asset type.
Note: If an image is too small, click to expand it.
Adding the Alchemy Export Dialog The first time you export, you'll need to set up the Alchemy Export Dialog. Here's how:
Expand to see steps
Picking the Export Method Different asset types have different export methods. Be sure to pick the correct method for export to ensure that your assets come out correctly. Here's where to go:
- For skins or animated BoltOns with skeletons, proceed to the section called "Exporting Skins."
- For mannequins:
- If the mannequin has complex animations with bones, proceed to the section called "Exporting Animated Mannequins."
- If the mannequin has no animation or only has a simple floating animation, proceed to the section called "Exporting Static Models."
- For everything else, proceed to the section called "Exporting Static Models."
Exporting Skins This is the process for exporting skins, which includes animated BoltOns that use a skeleton.
Expand to see steps
- To get started, select all parts of the model (but not the biped).
(https://c.l3n.co/Uds3S5.png)
- At the top of the screen, select the Alchemy Export Dialog. Don't export the model yet.[/i] There are several settings you'll need to change before you do.
(https://a.l3n.co/Uds4xz.png)
- Under "Export Object Types," uncheck the boxes for "Lod," "Lights," and "Cameras."
(https://b.l3n.co/UdspRT.png)
- Next, expand the "Default Animation" section. There, uncheck the box for "Animation."
(https://a.l3n.co/Uds7pb.png)
- After this, expand the "Default Object Properties" section. There, set the "Face Culling" option to "Backface Culling."
Note: Turning on backface culling means that any face that's not pointing at the camera will be hidden. This is a performance optimization, and it's best practice to enable it. However, if you have a one-sided object, like a thin cape, this feature will prevent it from being visible. If that's the case, turn this setting back to "Default" or "Disabled." Unfortunately, this will also prevent cel shading from working correctly.
(https://b.l3n.co/UdsOF7.png)
- Make sure that you do not check the box for "Optimize" under the "Optimizer" section. These optimizations can have unintended effects on your model and its compatibility with various platforms. The necessary optimizations can be performed after export.
(https://c.l3n.co/UdslIr.png)
- Next, expand the "Export Settings" section. Uncheck the "Save Full IGB" checkbox and then the "Extract Objects" checkbox. Unchecking these options allows the models to be compatible with last-gen consoles and XML2 PC. However, it will make it so that the skin doesn't show up in Insight Viewer. I'll refer to this as the "cross-compatible method." I don't recommend skipping this step, but if you do, the model will be visible in Insight Viewer (but will only be compatible with MUA1 PC and next-gen consoles). I'll refer to this as the "next-gen method."
(https://d.l3n.co/UdszBF.png)
- All of the settings configured up to this point can technically be set up at any point in the process, even right after importing your model. As you make models in the future, feel free to set up these settings first so that you don't have to redo them every time you have to go back to an earlier step.
- Finally, expand the "Actor Editor" section. Make sure the model is still selected. Click on the "Create from Selection" button.
(https://b.l3n.co/UdsSo3.png)
- A new red (white when selected) box will appear at the character's feet called igActor01. If the pivots for all your objects were properly set to 0,0,0, then this will also be placed at 0,0,0. Otherwise, you'll need to move it to 0,0,0.
Note: Sometimes, moving igActor01 can cause your mesh to move around as well. This is why I recommend to place all the pivots at 0,0,0 before applying the Physique modifier.
(https://d.l3n.co/Udsn80.png)
- Next, press H on your keyboard to bring up the list selection and select Bip01.
(https://a.l3n.co/UdsvJD.png)
- In the export dialog, click the "Add Selection" button. Bip01 will appear in the list of Components.
(https://c.l3n.co/UdsLeq.png)
- Press H again. There, select all of the bones of the biped.
(https://b.l3n.co/UdsMyA.png)
- Finally, right click and choose "Hide Selection" to hide the skeleton. If you don't do this, a big white blob will be visible on your skin in-game.
(https://a.l3n.co/UdsoRM.png)
- You're now ready to actually export the skin! Here's how:
Congratulations on exporting your skin!
Please note that your skin is not ready for release at this stage. There are still some required post-processing steps that you will need to do. However, at this point, you can test your skin in the game to see how it looks! Once you're satisfied with how it moves in-game, proceed to the section called "Next Steps," below.
(https://b.l3n.co/UdsPIe.png)(https://a.l3n.co/Udsfmk.png)(https://c.l3n.co/UdsFox.png)(https://b.l3n.co/Udsc8H.png)
Exporting Animated Mannequins This is the process for exporting animated mannequins:
Expand to see steps
- To get started, select all parts of the model (but not the biped).
(https://d.l3n.co/UdsXQ1.png)
- At the top of the screen, select the Alchemy Export Dialog. Don't export the model yet.[/i] There are several settings you'll need to change before you do.
(https://a.l3n.co/Udsbec.png)
- At the top, uncheck the boxes for "Lod," "Lights," and "Cameras."
(https://d.l3n.co/UdswyK.png)
- Next, expand the "Default Animation" section. Make sure that the box for "Animation" is selected. The "Animation Type" should be "Repeat."
(https://b.l3n.co/UdsyTZ.png)
- After this, expand the "Default Object Properties" section. There, set the "Face Culling" option to "Backface Culling."
Note: Turning on backface culling means that any face that's not pointing at the camera will be hidden. This is a performance optimization, and it's best practice to enable it. However, if you have a one-sided object, like a thin cape, this feature will prevent it from being visible. If that's the case, turn this setting back to "Default" or "Disabled."
(https://c.l3n.co/Uds57P.png)
- Make sure that you do not check the box for "Optimize" under the "Optimizer" section. These optimizations can have unintended effects on your model and its compatibility with various platforms. The necessary optimizations can be performed after export.
(https://a.l3n.co/UdsGUm.png)
- Next, expand the "Export Settings" section. Make sure that the "Save Full IGB" checkbox is checked. While I recommend that this box should be unchecked for skins, it should always be checked for animated mannequins. Otherwise, they won't appear in-game.
(https://b.l3n.co/UdshZi.png)
- All of the settings configured up to this point can technically be set up at any point in the process, even right after importing your model. As you make models in the future, feel free to set up these settings first so that you don't have to redo them every time you have to go back to an earlier step.
- Finally, expand the "Actor Editor" section. Make sure the model is still selected. Click on the "Create from Selection" button.
(https://c.l3n.co/Ud32mo.png)
- A new red (white when selected) box will appear at the character's feet called igActor01. If the pivots for all your objects were properly set to 0,0,0, then this will also be placed at 0,0,0. Otherwise, you'll need to move it to 0,0,0.
(https://b.l3n.co/Ud38u9.png)
- Next, press H on your keyboard to bring up the list selection and select Bip01.
(https://a.l3n.co/Ud3WA2.png)
- In the export dialog, click the "Add Selection" button. Bip01 will appear in the list of Components.
(https://d.l3n.co/Ud3iQv.png)
- Press H again. There, select all of the bones of the biped.
(https://b.l3n.co/Ud3jnC.png)
- Finally, right click and choose "Hide Selection" to hide the skeleton. If you don't do this, a big white blob will be visible on your skin in-game.
(https://a.l3n.co/Ud30y5.png)
- If the character uses a scale_factor in game, or if you want to scale the mannequin to a custom size, select the scale tool. With igActor01 selected, type the scale_factor multiplied by 100 in the box at the bottom (so if the scale_factor for the character is 1.1, enter 110). This will scale the mannequin to the appropriate size.
(https://b.l3n.co/Ud3ZTz.png)
- You're now ready to actually export the mannequin! Here's how:
Congratulations on exporting your mannequin!
Please note that your mannequin is not ready for release at this stage. There are still some required post-processing steps that you will need to do. However, at this point, you can test your mannequin in the game to see how it looks! Once you're satisfied with how it moves in-game, proceed to the section called "Next Steps," below.
(https://d.l3n.co/Ud31Z7.gif)
Exporting Static Models This is the export method for all remaining asset types.
Expand to see steps
- At the top of the screen, select the Alchemy Export Dialog. Don't export the model yet.[/i] There are several settings you'll need to change before you do.
(https://b.l3n.co/Ud3Rsr.png)
- At the top, uncheck the boxes for "Lod," "Lights," and "Cameras."
(https://c.l3n.co/Ud3TuF.png)
- Next, expand the "Default Animation" section. Your choice here depends on how your model was set up:
- After this, expand the "Default Object Properties" section. There, set the "Face Culling" option to "Backface Culling."
Note: Turning on backface culling means that any face that's not pointing at the camera will be hidden. This is a performance optimization, and it's best practice to enable it. However, if you have a one-sided object, like a thin cape, this feature will prevent it from being visible. If that's the case, turn this setting back to "Default" or "Disabled." Unfortunately, this will also prevent cel shading from working correctly.
(https://b.l3n.co/Ud3CnD.png)
- All of the settings configured up to this point can technically be set up at any point in the process, even right after importing your model. As you make models in the future, feel free to set up these settings first so that you don't have to redo them every time you have to go back to an earlier step.
- You're now ready to actually export the model! Here's how:
Congratulations on exporting your model!
Please note that your model is not ready for release at this stage. There are still some required post-processing steps that you will need to do. However, at this point, you can test your model in the game to see how it looks! Once you're satisfied with how it looks in-game, proceed to the section called "Next Steps," below.
Captain America 3D Head
(https://a.l3n.co/Ud39OM.png)
Scarlet Witch 3D Head
(https://b.l3n.co/Ud3dcQ.png)
Captain America Default Pose Mannequin
(https://c.l3n.co/Ud3BZa.png)
Captain America Custom Pose Mannequin
(https://b.l3n.co/Ud3mse.png)
Scarlet Witch Custom Pose Mannequin
(https://d.l3n.co/Ud3sDk.png)
Namor Trident BoltOn
(https://a.l3n.co/Ud34Ax.png)
Deadpool Sword BoltOn
(https://c.l3n.co/Ud3KVH.png)
Halo Magnum BoltOn
(https://b.l3n.co/Ud3pv1.png)
Next Steps At this point, your models will technically be usable in the PC game, but there are still several things that will keep them from being release-ready. To finish your model and prep it for release, proceed to Chapter 16 - igbFinisher (https://marvelmods.com/forum/index.php/topic,10797.msg197948.html#msg197948). This tool will apply the necessary finishing operations, from file naming and hex editing to advanced textures and console-specific optimization.
Summary- Different model types have different export methods.
- When exporting files, they way that they are named is important for igbFinisher.
- After exporting a model, it can be used in the PC versions of the game for testing, but there are additional steps that need to be performed with igbFinisher to get the model ready for release.
MARVEL MODS MODELING TUTORIAL
CHAPTER 16: IGBFINISHER
By BaconWizard17
Introduction igbFinisher is a program that I created to run finishing operations on igb files after exporting them from 3ds Max. It helps juggle all of the different console formats and various optimization steps. It takes in an exported igb file, creates duplicates for each specified game and console, hex edits them (if needed), performs Alchemy optimizations, including optimizing the texture format, and copies the file with a proper name to folders based on the compatible game and console.
What igbFinisher Does Before getting started, here's a high-level overview of what igbFinisher does, so that you can understand why it's necessary:
Expand to see overview
igbFinisher will take an igb file, detect various things about it, and ask you some questions depending on your settings. Based on the detected texture format, texture names, geometry names, and file type, it will make copies of the files, rename them appropriately, hex edit them if needed, optimize the textures, perform Alchemy optimizations, and send the files to a destination folder of your choosing. If you skip using it, you run the risk of potential problems:
- Files that are not named consistently may be harder for players to understand how to use.
- Skin swapping powers won't function correctly with your skins if they're not hex edited.
- The Arcade androids in MUA1 won't be able to impersonate characters using your skins if they're not hex edited.
- HUDs that are not hex edited may not show the correct texture.
- Textures that are not optimized will have a high file size, so they won't work on certain consoles. It also takes longer for users to download them, and they'll take up more storage space for you.
- Models without Alchemy optimizations will appear black when taking damage in MUA1 PC.
- Models without Alchemy optimizations will not be compatible with many consoles.
- Doing all of these optimizations by hand with other tools is a very slow and tedious process that will take much more time.
With the way that the textures and operations are set up, it's possible to get up to 19 console-specific versions of an asset across all 4 games (XML1-MUA2) with just a single exported file. Consoles that share the same format will also be grouped together.
igbFinisher can be used to create assets for any selection of consoles and games at your choosing.
Necessary Model Setup In order for your model to work properly with igbFinisher, you must be sure that you exported your textures with the Marvel Mods GIMP Scripts (see Chapter 7 - Textures (https://marvelmods.com/forum/index.php/topic,10797.msg197744.html#msg197744)). You must also name it properly by following the export steps in Chapter 15 - Exporting Models (https://marvelmods.com/forum/index.php/topic,10797.msg197945.html#msg197945).
Installing igbFinisher You can download igbFinisher here (https://marvelmods.com/forum/index.php/topic,11440.0.html). Follow the installation instructions on that page to properly install it.
Configuring the igbFinisher Settings Once you've installed igbFinisher and the necessary prerequisites, you must first configure the settings. This will allow you to process your model. Many settings are model-specific, so you can change them for each model as needed. Here's how to do it:
Expand to see steps
All of the settings are stored in a file called
settings.ini. To edit it, open it in a text editor. You'll see several settings.
(https://d.l3n.co/Ud4RbZ.png)
igbFinisher includes a lot of settings to help customize your output to however you want it to look. To help you get started, I've pre-populated the file with my most recommended settings, and the only ones you'll need to change are in the "[CHARACTERS]" section. You can change the others as needed to suit specific assets. Here's how to fill out each one:
Expand to see settings options
| Section | Setting Value | Explanation | Possible Values | Additional Information |
| [CHARACTER] | XML1_num, XML2_num, MUA1_num, MUA2_num | The 4- or 5- digit skin number for the specified game. | - None: Skips processing for the specified game.
- Ask: Asks you for a skin number during runtime.
- Any 4- or 5-digit skin number.
| For standard assets, I recommend that the last two digits of the skin number are "01." For any special NPC skins, boss skins, skin swaps, or animated boltons, this can be the specific number from the game. Skin numbers are not used with Power Icons, Comic Covers, Concept Art, or Other models, except to check if assets should be exported for this game. |
| [CHARACTER] | XML1_path, XML2_path, MUA1_path, MUA2_path | The path that the asset will export to for the specified game. | - None: Skips processing for the specified game.
- Ask: Asks you for a path during runtime.
- Detect: To use the folder detection option for this game (see the section called "Folder Detection," below, for more information)
- A hard-coded path, which must exist.
| |
| [ASSET] | XML1_num_XX, XML2_num_XX, MUA1_num_XX, MUA2_num_XX | If the skin number should end in "XX" for the exported file name. | - True: The last two digits of the skin number in the file name will be replaced with "XX". This is my preferred setting.
- False: Skin numbers in file names will not end in "XX" (the full skin number will be used instead). I only recommend this for any special NPC skins, boss skins, skin swaps, or animated BoltOns.
- Ask: Asks you about this setting during runtime.
| This setting only impacts Skins, Mannequins, 3D Heads, Conversation Portraits, Character Select Portraits, and Loading Screens. |
| [ASSET] | XML1_special_name, XML2_special_name, MUA1_special_name, MUA2_special_name | A pre-set special name or descriptor for the game. | - None: Follows the typical naming convention for this asset type1. This is recommended for most normal assets.
- NumberOnly: Removes any descriptor or suffix and only exports the file with the skin number.
- Any pre-populated special name without a file extension.
| For Skins, Mannequins, 3D Heads, Conversation Portraits, Character Select Portraits, and Loading Screens, this value is added as a custom suffix to the file name. For the other asset types, this value will be used for the full file name. A NumberOnly value will be ignored for any asset type that doesn't use a skin number. |
| [CONSOLES] | PC, Steam, GameCube, PS2, PS3, PSP, Wii, Xbox, Xbox_360 | If assets should be exported for this console. | - True: Assets will be exported for this console.
- False: Assets will not be exported for this console.
- Ask: Asks you about this setting during runtime.
| If all games that use this console are skipped (like if they're disabled by the settings or if the asset isn't compatible with those games), nothing will be exported for the selected console regardless of what is entered. |
| [SETTINGS] | big_texture | If oversized textures should preserve their original size on weaker consoles. | - True: Oversized textures should preserve their original size on weaker consoles (recommended for large characters, like Galactus/Ymir).
- False: Oversized textures will be scaled to the maximum allowed for the weaker console.
- Ask: Asks you about this setting during runtime.
| The weaker consoles are the GameCube, PS2, and PSP. The maximum allowed texture size depends on the console and asset. For the GameCube, PSP, and MUA2 PS2, a True value will still cut the texture sizes in half. |
| [SETTINGS] | secondary_skin | If this is a secondary skin (like Human Torch's flame on skin), which should have its texture size cut in half on weaker consoles. | - True: This is a secondary skin, so the texture size should be reduced in half for weaker consoles.
- False: This is not a secondary skin, so texture sizes can be the maximum allowed for the console.
- Ask: Asks you about this setting during runtime.
| The weaker consoles are the GameCube, PS2, and PSP. The maximum allowed texture size depends on the console and asset. This setting only applies to Skins. For XML1/XML2/MUA1 PS2, this setting also applies to Other models, which are sometimes the same resolution as the more powerful consoles, but sometimes they are the same as the weaker consoles. |
| [SETTINGS] | untextured_okay | If it's okay to process an asset without textures. | - True: It's okay to process an asset without textures.
- False: It's not okay to process an asset without textures.
- Ask: Asks you about this setting during runtime.
| |
| [SETTINGS] | generate_collision | If collision should be generated with the Alchemy 3.2 "igCollideHullRaven" optimization. | - True: Collision should be generated.
- False: Collision should not be generated.
- Ask: Asks you about this setting during runtime.
| This setting only applies to Other models and is only recommended for map models. |
| [SETTINGS] | igBlend_to_igAlpha_transparency | If igBlendFunctionAttr should be hex edited to igAlphaFunctionAttr and igBlendStateAttr should be hex edited to igAlphaStateAttr to allow transparent textures to appear correctly. | - True: These values should be hex edited.
- False: These values should not be hex edited.
- Ask: Asks you about this setting during runtime.
| For more information, see Supplement 9 - Post-Processing for Transparency (https://marvelmods.com/forum/index.php/topic,10797.msg199724.html#msg199724). |
| [SETTINGS] | skip_subfolder | If the console-specific sub-folder should be skipped when exporting the assets, and the asset will just be exported directly to the chosen export directory. | - True: The console-specific sub-folder should be skipped (not recommended unless you are only exporting for one game and console).
- False: The console-specific sub-folder should not be skipped when (recommended).
- Ask: Asks you about this setting during runtime.
| Only choose this option if you're exporting for one game and console. Otherwise, the files will just overwrite each other. |
| [SETTINGS] | force_adv_tex_folders | If the advanced texture folder structure should be forced (separate XML2 PC and Xbox, MUA1 PC and 360, and MUA1 PS3 and Steam into their own folders). | - True: This folder structure should be forced (recommended for portraits used with skins that have advanced textures).
- False: This folder structure should not be forced.
- Ask: Asks you about this setting during runtime.
| A False value is ignored if advanced textures are detected. |
| [SETTINGS] | advanced_texture_ini | If an ini file for advanced textures should be used. | - None: No advanced textures should be used.
- Ask: Asks you for a path to an advanced texture ini file during runtime.
- A hard-coded path to an advanced texture ini file.
| If an advanced texture ini file is used, the asset will only be exported for MUA1 PC, Steam, PS3, and Xbox 360. This only works with 3D assets. For more information on advanced texture ini files, see the section titled "Advanced Texture Usage", below. |
| [SETTINGS] | forced_asset_type | If a specific asset type should be forced. | - None: no asset type should be forced, assets will be recognized from the file name (recommended).
- Ask: Always ask for the asset type regardless of what is detected.
- Any of the following asset types: Skin, Mannequin, 3D Head, Conversation Portrait, Character Select Portrait, Power Icons, Comic Cover, Concept Art, Loading Screen, Other
| If None is selected and the asset type is not recognized, you will still be asked for the asset type. |
1The typical naming convention is as follows (using example skin number 12301):
- Skins: 12301 (Skin).igb (or 12301 (Skin - No Cel Shading).igb for XML1/XML2 skins without cel shading)
- Mannequins: 12301 (Mannequin).igb
- 3D Heads: 12301 (3D Head).igb
- Other models: The same name as the input file
- Conversation Portraits (HUDs): hud_head_12301.igb (will include a descriptor based on the texture prefix if available)
- Character Select Portraits (CSPs): 12301 (Character Select Portrait).igb (will include a descriptor based on the texture prefix if available)
- Power Icons: The name of the texture (minus any game-specific prefix)
- Comic Covers: The name of the texture (minus any game-specific prefix)
- Concept Art: The name of the texture (minus any game-specific prefix)
- Loading Screens: 12301 (Loading Screen).igb
After populating the settings, save the file. You're now ready to run igbFinisher! Any time you want to edit these settings, simply do so in between times of calling the program.
For even greater levels of customization, you can also specify a unique ini file to use when you run igbFinisher. See "Using igbFinisher," below, for more information.
Folder Detection igbFinisher has a feature that allows it to detect the destination path of a .igb file based on its texture folder. This is a feature that I built in for myself because I process a lot of skins at a time for a single character and didn't want to have to enter a folder path each time. This feature will speed up your processing, but it may not be appropriate for every user because it requires a specific structure for file paths and is a bit of work to set up. Here's how it works:
Expand to see steps
Advanced Texture Usage igbFinisher has the ability to apply advanced textures (normal maps, specular maps, emissive maps, environment maps, and environment masks) for next-gen MUA1. If your skin needs this, here's how to set it up:
Expand to see steps
- First, download this example ini file (https://www.mediafire.com/file_premium/i19dqbnr1ndsjgo/). Place it in the same folder as your skin's assets. Open it in a text editor to edit it.
- Under the "[OPTIMIZE]" section, set the optimizationCount value to match the number of diffuse textures that you have that will need advanced textures.
(https://b.l3n.co/Ud4k4m.png)
- If you have more than 1 diffuse texture that needs advanced textures, copy the entire "[OPTIMIZATION1]" section and paste as many copies as needed below it. The number of these sections should match the number you put for "optimizationCount." The number at the end of each one should increase (so if you have 3 textures, you'd have "[OPTIMIZATION1]", "[OPTIMIZATION2]", and "[OPTIMIZATION3]").
(https://a.l3n.co/Ud46Pi.png)
- Under each optimization section, set up the values as follows:
- diffuseMapName: Enter the name of the diffuse texture that is getting the advanced textures. Do not include a path or extension, just the folder. If your diffuse texture included the number "12301" in it, be sure to replace that number with whatever you're using for the MUA1_num value in your igbFinisher settings, as this step takes place after hex editing.
- normalMapGreen: Enter the full file path to the green normal map texture for this diffuse texture (the file whose name ends in _n_g), including the file extension. If there is no normal map, just leave this empty.
- normalMapBlue: Enter the full file path to the blue normal map texture for this diffuse texture (the file whose name ends in _n_b), including the file extension. If there is no normal map, just leave this empty.
- specularMap: Enter the full file path to the specular map texture for this diffuse texture (the file whose name ends in _s), including the file extension. If there is no specular map, just leave this empty.
- reflectionMapRight: Enter the full file path to the right component of the environment map for this diffuse texture (the file whose name ends in _RT), including the file extension. If there are no environment maps, just leave this empty.
- reflectionMapLeft: Enter the full file path to the left component of the environment map for this diffuse texture (the file whose name ends in _LF), including the file extension. If there are no environment maps, just leave this empty.
- reflectionMapBack: Enter the full file path to the back component of the environment map for this diffuse texture (the file whose name ends in _BK), including the file extension. If there are no environment maps, just leave this empty.
- reflectionMapFront: Enter the full file path to the front component of the environment map for this diffuse texture (the file whose name ends in _FR), including the file extension. If there are no environment maps, just leave this empty.
- reflectionMapUp: Enter the full file path to the up component of the environment map for this diffuse texture (the file whose name ends in _UP), including the file extension. If there are no environment maps, just leave this empty.
- reflectionMapDown: Enter the full file path to the down component of the environment map for this diffuse texture (the file whose name ends in _DN), including the file extension. If there are no environment maps, just leave this empty.
- reflectance: Leave this value as-is.
- reflectionMaskMap: Enter the full file path to the environment mask texture for this diffuse texture (the file whose name ends in _m), including the file extension. If there are no environment maps or environment mask, just leave this empty.
- emissiveMap: Enter the full file path to the emissive map texture for this diffuse texture (the file whose name ends in _g), including the file extension. If there is no emissive map, just leave this empty.
- generateTangentBinormals: Leave this as-is
(https://c.l3n.co/Ud4Jio.png)
- After this, simply save the file. When running igbFinisher, ensure that the setting for advanced_texture_ini is either set to the path of this ini file, or it's set to "Ask" so that you can enter this path.
Using igbFinisher With igbFinisher set up and your assets exported, you can run igbFinisher! Here's how:
Expand to see steps
- igbFinisher comes with an easy batch file to run the program. To use it, simply drag and drop your exported file onto this batch file.
- If you want to specify a unique ini file for the settings that's different from the default one, you can call igbFinisher from the command line: igbFinisher.exe (input file name) -s (custom settings ini file path)
(https://b.l3n.co/Ud4Qd9.gif)
- The igbFinisher window will appear.
(https://c.l3n.co/Ud4VM2.png)
- If the file was named correctly (see "Necessary Model Setup" above for more information), igbFinisher will automatically recognize it. If it's not named correctly, or if you dropped in a BoltOn or other model, you'll be asked about the asset type. You can navigate in the program with the arrow keys and the enter key.
- If you set up igbFinisher to ask about any settings, it will ask you as it processes the file. Otherwise, it will process without any further need for input.
- Once the program finishes running, it will announce completion, and the command window will close. Your assets are now processed!
(https://b.l3n.co/Ud49av.png)
- To run igbFinisher on new assets, update your settings (if needed) and then drag and drop the next file.
Next Steps Congratulations, you've now completed your assets, and they're now ready for release! I recommend doing one final test before you release your files. If you find any issues, go back to the earlier chapters of this tutorial and make any necessary adjustments. Once you're satisfied with your creation, get a screenshot in the game, package it up, and share it with us on the site!
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 1: KITBASHING MODELS
By BaconWizard17
Introduction Kitbashing is the process of combining different models into one new model. It's a way to get a model that may not exist specifically. I use it on pretty much every skin that I do, to make sure it's accurate to what I'm doing. Originally, I was going to go step-by-step with an example, but since kitbashing is different every time, I'm just going to explain the general process and some tips.
For this section, I highly recommend you have a good degree of familiarity with 3ds Max, as these concepts are a bit more advanced.
Process- Start with a reference image. It'll help you determine what you need to do, and will guide the creative process.
- Pick a model that will best suit your character. You want something that you can use many elements of. For instance, I wouldn't start with a Beast skin to make a Jean Grey skin. I would want to start with something of Jean's first.
- Import your model into 3ds Max and get it properly set up. You want a properly oriented model before you start changing it.
- Delete anything from the model that you know you won't need. You can select elements or individual faces to delete.
- Edit your texture in gimp to delete anything on it that you don't need. To get a better idea of what's used and what isn't, you can use the "Unwrap UVW" modifier, which will show you how the model is mapped to the texture.
- Identify what things you'll need to add. In separate files, import models that have the elements you need, and then trim down to just those elements.
- Import the elements into your kitbash character's file.
- Edit the texture of your kitbash character to include the textures of the new elements. You can move and scale texture elements, but make sure not to scale anything smaller than 80% its original size. Avoid scaling face textures down.
- Apply the texture to all the elements on your character. Use the Unwrap UVW modifier to adjust the texture mapping so that everything is in the proper place.
- Attach elements one by one to your main character (unless they're segments, capes, or items with separate textures; those can stay separate).
- If you need to attach elements together, you can move the vertices around to get them close to one another. If you want to target weld individual vertices, convert from an Editable Mesh to an Editable Poly.
- If you need to cut faces (either to create more edge vertices to line things up, or to add more flexibility to an area), convert to an Editable Poly and use the Cut tool in Polygon selection mode. Make sure that all your polygons remain as triangles. Cut up anything with more than 3 sides.
- Once you've attached everything together, apply the texture one more time to the collective object, convert everything back to an Editable Mesh, reset the pivot to 0,0,0, reset XForm, and collapse your modifiers.
That's the general process I use for kitbashing models. It can be as simple or as complex as you want it to be, from just adding a small element to completely changing a skin. Once you're finished, you can head back the previous chapter that you were reading to continue on your modeling journey.
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 2: REDUCING POLYGON COUNT
By BaconWizard17
Introduction Reducing the polygon count of models is very useful for getting models into spec for console applications. The process can be done easily through 3ds Max, but you have to be careful how much you do it.
Note: if an image is too small, click to expand it.
Polygon Reduction Polygon reduction can be done through the MultRes modifier. Apply it to each element of your model that you want to reduce. You may want to detach certain elements (faces and hands are usually good) before reducing, depending on the initial level of detail and the amount you want to take out.
At the bottom of the MultiRes modifier, press "Generate," which will allow you to begin the polygon reduction. Adjust the Vert Percent or Vert Count to reduce the model. I don't recommend going below 50%, as it will heavily degrade your model. The higher the polygon count, the greater tolerance the model has for reduction.
(https://a.l3n.co/UdXDmQ.png)(https://b.l3n.co/UdXNoa.png)(https://d.l3n.co/UdXf8e.png)
Once you've finished, reset XForm on all objects and collapse the modifiers. You can now return to the previous chapter that you were reading to continue your modeling journey.
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 3: ADJUSTING MODEL PROPORTIONS
By BaconWizard17
Introduction A lot of times, models of certain characters (especially really bulky or cartoonish characters) have proportions that don't quite line up with the default skeleton and height. Default models have longer legs than a lot of models from other games, which can make conversion tricky. Here's how you can better adjust the proportions to match the default shape.
Note: if an image is too small, click to expand it
Scaling the model Here's an example on how to adjust the model:
Expand to see steps
For this example, I'll be using Hulk's Super War model, as Hulk models frequently have very short legs compared to their body.
- Import the model into the scene, properly orient it, and, with the pivot at 0,0,0, scale it up so that it's about 7.25 blocks tall. Hulk's hips are about 3.5 blocks up, when they should be just above 4 blocks up. Setting up the skeleton like this would make him float a lot in the game.
(https://b.l3n.co/UdbrsT.png)
- Now, scale him up so that his hips are just above the 4th line. Now, he's 9 blocks tall, which would make him way too big, especially with his scalefactor of 1.3.
(https://d.l3n.co/Udbtub.png)
- To remedy this, go to the "Hierarchy" rollout and select "Affect Pivot Only." Set the Z coordinate of the pivot to 41.82 (so its position will be 0,0,41.82), and then deselect "Affect Pivot Only."
(https://b.l3n.co/UdbRA7.png)(https://c.l3n.co/UdbTVr.png)
- Then, scale the model so that his head is at about 7.25 blocks up. His legs will be floating, but he's the correct height now.
(https://a.l3n.co/UdbEnF.png)
- Now, under the Modify rollout, press the black plus sign next to Editable Mesh, and select "Vertex." Select all of the vertices of his hips and legs from the waist down.
(https://d.l3n.co/Udbk53.png)(https://b.l3n.co/UdbCE0.png)
- Use the move tool to drag the vertices down until the feet are about halfway between the original position and the origin.
(https://a.l3n.co/UdbJOD.png)
- Using the scale tool, expand the vertices vertically until the feet touch the plane. You may need to move them up or down slightly to make sure everything still looks natural.
(https://d.l3n.co/UdbQcq.png)
- The legs are now the proper length, but they look a bit skinny. Use the scale tool to make the legs a bit wider and a bit thicker.
(https://a.l3n.co/Udb9gA.png)(https://c.l3n.co/UdbdsM.png)(https://b.l3n.co/UdbqDQ.png)
And there you have it! Your model is now properly sized to fit a default skeleton. If you want your model to animate exactly like the default skins and match the proportions, I would recommend downloading the default biped templates. You can scale and adjust your model as necessary to fit them.
Raven Biped Template - Female (http://www.mediafire.com/file/v3cdj84n3cxnd9i/Raven_Biped_Template_Female.max/file)
Raven Biped Template - Male (http://www.mediafire.com/file/lancsokxk7d43mh/Raven_Biped_Template_Male.max/file)
Raven Biped Template - Bulky Characters (http://www.mediafire.com/file/vibybngilq2t756/Raven_Biped_Template_Large.max/file) (patterned off of Juggernaut, will work for other characters like Thing or Hulk for the most part)
You can now return to the previous chapter that you were reading to continue your modeling journey[/list]
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 4: ADVANCED BIPEDS
By BaconWizard17
Introduction Many characters within the games don't have a traditional human skeleton. This is particularly found in NPCs. Some of them are simply just really tall, some have extra appendages, and some are completely non-human.
Read all the information below before using these bipeds. Below, I have a list of non-standard bipeds that have been extracted from the game and converted for use.
I recommend that only advanced skinners use these, as there is an added layer of difficulty from the complex biped. Many of these bipeds feature additional bones. I made as many of them out of standard bipeds as possible, but some had to be built completely out of plain bones.
Non-biped bones don't follow the rules of figure mode, so you have to be careful when editing the physique. You can set the keyframe to the last frame to move your model and test it there and then move it back to the first frame to reset it. You can also just press "undo" a bunch of times, as using the "undo" button won't undo changes to physique.
Some of the bones in these bipeds look like they're facing the wrong way. This is not the case, and they're facing the proper way so that they can animate properly. I don't recommend changing the positions or rotations of these bones; it's better to adjust your mesh to fit the bones instead. For every biped, I've included one variant with the original rigged model so that you can tell how everything needs to be laid out.
Some of these bipeds feature fx bones. Fx bones aren't part of the physique/skin modifier. You can find more info in Supplement 8: FX Bones (https://marvelmods.com/forum/index.php/topic,10797.msg199723.html#msg199723).
Lastly, I want to give a huge thank you to
nikita488 for creating the tool that's allowed us to extract rigged models from the game. You're awesome!
The Bipeds Here's a list of all of the advanced bipeds that are available so far:
Expand to see bipeds
- Angel
- Angel's biped is pretty standard, but it features extra bones for his wings. I have included rigged variants of both his metal wings and his feather wings so that making new skins is easier for him.
- Plain Biped (https://www.mediafire.com/file_premium/09z68a48jtkcl2g/Angel_Biped.max/file)
- Feather wings biped (https://www.mediafire.com/file_premium/0lk08tukm6d7s03/Angel_Biped_Feather_Wings.max/file) and texture (http://www.mediafire.com/view/mowqfekdrsjfeya/Angel_Feather_Wings.png/file)
- Metal wings biped (https://www.mediafire.com/file_premium/q3qqo8vcf04km8l/Angel_Biped_Metal_Wings.max/file) and texture (http://www.mediafire.com/view/ljsytp7qmy3bng4/Angel_Metal_Wings.png/file)
- Blackheart
- A standard biped, but he features a tail. He also has a longer neck than most conventional bipeds
- Biped (https://www.mediafire.com/file_premium/w6h6caxdb52k119/Blackheart_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/836znqyn33o1hb7/Blackheart_Rigged_Model.max/file)
- Fin Fang Foom
- Fin Fang Foom is very tall. He has a tail, 4 fingers, fx bones on his fingers, multiple neck segments, and a ton of additional bones for his face and hands. His wings are a separate bolton from this model
- Biped (https://www.mediafire.com/file_premium/tam1z9s8yryoq8d/Fin_Fang_Foom_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/7hjgw2g53q5dn5u/Fin_Fang_Foom_Rigged_Model.max/file)
- Galactus
- Galactus is also very tall. He has 5 fingers, each with 3 bones, and he also has fx bones on each finger, and an fx bone for each eye
- Biped (https://www.mediafire.com/file_premium/26k35zu48nc396y/Galactus_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/q3msaxq5jo6u19o/Galactus_Rigged.max/file)
- Lizard
- Lizard has a generally standard biped, but he features extra tail bones. He also has a long neck
- Biped (https://www.mediafire.com/file_premium/mt2m6v13m3ccbzl/Lizard_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/xwlrag46e51whuh/Lizard_Rigged_Model.max/file)
- Lockjaw
- Lockjaw has a very unusual shape, so I was not able to get him to work as a biped. He's just built out of regular bones. He has an extra bone for his jaw
- Biped (https://www.mediafire.com/file_premium/18ek4giyaab3ban/Lockjaw_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/ja9ynyb0e70kyay/Lockjaw_Rigged_Model.max/file)
- MODOK
- Modok uses a regular biped, but in a very strange shape. He also features 2 extra bones that control the weapons beside his head
- Biped (https://www.mediafire.com/file_premium/ky5186bjnb0ls37/MODOK_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/q1mwt560jnw8aty/MODOK_Rigged_Model.max/file)
- Scorpion
- Scorpion has a regular biped, but he has a series of bones for his tail. The tail bones are different from normal ones, since they come from Spine2. He also has an fx bone
- Biped (https://www.mediafire.com/file_premium/bfdfgpot1wg1x82/Scorpion_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/p1ubezkhbx666bm/Scorpion_Rigged_Model.max/file)
- Ymir
- Ymir has a normal biped (aside from being very tall). He has 3 fingers instead of the usual 2
- Biped (https://www.mediafire.com/file_premium/asipgiigk6v7uhm/Ymir_Biped.max/file)
- Rigged Model (https://www.mediafire.com/file_premium/pr6tck6taad0cnh/Ymir_Rigged.max/file)
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 5: ANIMATED MODELS
By BaconWizard17
Introduction For a lot of mods, it's common to have some of the models be animated. Mannequins can be animated to change their presentation. Boltons can be animated to make a power look more realistic. In this section, I'll be covering 4 types of animated models: floating mannequins, looping-animation boltons, complex-animated mannequins, and rigged boltons.
- Looping-animation boltons: these are boltons with a single animation that loops over and over while in use. An example would be Wasp's wings fluttering at high speeds
- Rigged boltons: these are boltons that have bones inside of them that allow them to work with a certain animation set. Some examples are Nightcrawler's tail and Mr. Fantastic's arms.
Looping-Animated Boltons Making animated boltons is a very similar process to the floating mannequin, but with an animated bolton, you can change it just about any way you want. Here's how:
Expand to see steps
You can move the object, scale it, rotate it, or even transform individual vertices, faces, and elements.
Note: This same process can be used for non-rigged mannequins, as well as for any kind of animated power models or even items found in-game.
Just like the floating mannequin, you want to start with frame 0 as your initial pose, and then put transitional frames in the middle. You can have as many key frames as you want and as many total frames as you want. Keep in mind that the first frame and last frame should be identical to one another for the animation to properly loop.
To duplicate any key frame, you can shift+click it and drag it along the timeline. For this example, I'm using this gun bolton. It starts facing up, and then at frame 25, I rotated it 90 degrees. At frame 50, I rotated it around another 90 degrees (so that it's upside down), and then I also pulled some of the gun's vertices out. At frame 75, I rotated it another 90 degrees, and had the vertices back to normal (to do this, I duplicated frame 25, but rotated it 180 degrees). Frame 100 is identical to frame 0 (again, I duplicated the frame).
(https://a.l3n.co/UdbpEH.png)(https://c.l3n.co/Udb7H1.png)(https://b.l3n.co/UdbOcc.png)(https://c.l3n.co/UdblgK.png)(https://a.l3n.co/Udbz3Z.png)
When exporting it, export again as you would a regular model. For the Default Animation, you can choose either "Bounce" or "Loop." Bounce will go back and forth along the timeline, Loop will continually loop through it. Repeat has a similar function to Loop, and Clamp will only play the animation once.
(https://c.l3n.co/UdbSDP.png)
Rigged Boltons Boltons can have bones too, the same way a skin can. Here's how they're set up:
Expand to see steps
These are regular bones, which can be created under the Create rollout in the Systems section. There are a few approaches to making them: existing animations, single animations, and combined animations.
For existing animations, you just need to replicate the bone structure of some existing bolton in the game. For example, if you wanted to make a tail bolton that uses Nightcrawler's tail animations, but you wanted it to have a different shape, you could use Nightcrawler's bones (you can find the download below) to make your own tail. For this process, you don't have to make your own animations, since you can use the ones from the game. I do believe you'll have to create an actor to export rigged boltons. As bones of rigged boltons are extracted, I'll add them here as convenient templates.
- Nightcrawler's Tail
- Bones only (http://www.mediafire.com/file/cnphw17riiid3uv/Nightcrawler+Tail+Bones.max/file)
- Rigged model (http://www.mediafire.com/file/agt3wbyo8qs7uim/Nightcrawler+Tail+Rigged.max/file)
Single animation boltons are very similar to the complex-animated boltons or the looping animation boltons above. The only difference is that the bolton has a series of bones in it, so you can create a physique modifier and edit it, and then convert it to a skin. This allows you to make more complex animations for your bolton rather than animating each vertex by hand.
If you have a series of single animation boltons, you can make a new set of combined animations for your bolton. You can save several variants of the bolton, each with their own animation, and then export each one under a different name. You can then use the Alchemy 5 animation combiner to combine these into a new set that can be used with the rigged bolton. Keep in mind that this will only work for Ultimate Alliance on PC. I won't go into depth on the instructions for this process here, but you can find how to use the animation combiner in the animation tutorial (https://marvelmods.com/forum/index.php/topic,11012.0.html).
Conclusion Animated models aren't a necessity for any mods, but they can greatly enrich how a mod plays. Although I didn't really go into extreme depth on the process because of how different it can be for any item, I hope you understand how it all works. Feel free to ask any further questions as needed![/list]
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 6: OUTLINES/CEL SHADING
By BaconWizard17
Introduction Cel shading is a technique for creating an outline around a 3d character that adapts to them as they move. It's implemented on all of the character models in X-Men Legends and X-Men Legends II, so if you're making a model for either of those games, I highly recommend adding it. The described technique also makes it so that the cel shading will automatically be hidden in Ultimate Alliance.
This technique for Cel Shading can also be applied to BoltOns
Note: if an image is too small, click to expand it
Adding the Cel Shading Here's the process for adding the cel shading:
Expand to see steps
- To add the cel shading, select all parts of your model (for skins, this should be done after the skin modifier has been applied). Press Ctrl+V on your keyboard or go to Edit>Clone on the toolbar at the top to clone the meshes. A dialog box will pop up, asking what you want to name your cloned mesh. It doesn't really matter right now, so you can just press OK.
(https://b.l3n.co/Udw9z2.png)
- Now, go over to the modify rollout, and select the Normal modifier (if it's not in your presets, you can find it under the Modifier List). Make sure that "Flip Normals" is selected. Then, apply the Push modifier, and set the Push value to -0.5.
(https://c.l3n.co/Udwdbv.png)(https://d.l3n.co/UdwBtC.png)
- With the outline meshes still selected, press M on your keyboard to bring up the material editor. Create a new material that's a Phong texture. First, press the black X icon to clear the existing properties (if there are any). Then, set the Ambient, Diffuse, and Specular colors to be 0, 0, and 0 RGB values. You can press the "Lock Colors" buttons next to them to make sure that all 3 are the same. Then, apply this material to your outline meshes. If you have them all selected, you'll be given the option to "Assign to Selection." Select that, and press OK.
Note: it is possible to make outlines in other colors. I generally do this if a character has some sort of energy quality to their skin. For instance, I give Iceman's icy skins a light blue outline; fiery skins for Magma, Human Torch, or Sunfire get orange outlines, etc. As the creator, it's up to you, but for most characters, black outlines work well.
(https://b.l3n.co/Udwm45.png)(https://a.l3n.co/UdwsPz.png)(https://d.l3n.co/Udw4jT.png)
- Now, with the outlines still selected, right click in the viewport and go to Properties. Make sure "Backface Cull" is checked, and then also select "Vertex Color." Once you press okay, the outline will turn white. This is normal. Vertex color makes it so that the outline isn't affected by the lighting, allowing it to stay one solid color.
(https://b.l3n.co/UdwKdb.png)
- Now, hide the skeleton and inspect your model. You'll want to look for any places where the outline shows up strangely. Generally, the main places with problems are on the face. For some characters, you'll notice that a small amount of the outline is visible on the nose. Higher poly models will have lots of problems on the face, like how you can see on Scarlet Witch below. Some masks can also cause problems. To fix this, select an outline layer. Press the black plus sign next to Editable Mesh, and select Face. The outline layer will collapse down and be flush with the model.
Note: When I originally wrote this tutorial and took the screenshots, I recommended to delete vertices. However, this can sometimes cause unintended areas to get deleted. Instead, do this process by deleting faces.
(https://a.l3n.co/UdwpM7.png)(https://b.l3n.co/Udw7hr.png)(https://d.l3n.co/UdwH6F.png)
- Now, you can go through and delete any troublesome faces. Be careful not to delete too many, as you don't want to get rid of the outline. Only delete the faces that prevent the model from looking right. Wireframe mode (F3) can be helpful in doing this. Since Scarlet Witch's face is contained within the mask, I can delete most of the faces above the chin without problems. I'll also delete the faces along the interior of her mask. To view your changes, click on Editable Mesh on the right to make it turn gray, and then select the push modifier you've applied to it. This should make the outline go back to its place.
(https://a.l3n.co/Udwlz3.png)(https://d.l3n.co/Udwzw0.png)(https://c.l3n.co/UdwetD.png)
- All that's left is to rename the outlines. You'll want to name the outlines such that they have the same name as the object they are outlining, with "_outline" at the end of the name. For Scarlet Witch, it'll be "12301_outline" for the body, and "12301_face_outline" for the face. For Captain America, it'll be "12301_outline" for the body, and "shield_segment_outline" for the shield. As long as you do not reset XForm after creating the outlines, then you won't have any problems naming them this way (you generally shouldn't reset XForm at any point after applying Physique).
Note: It's not common to do so, but if you really want your model in Ultimate Alliance to have cel shading, you can give your outlines some other name, such as "0701_shade" or something like that.
Next Steps Now that you have the outline on the character, you can unhide the skeleton and save them. Then, return to the chapter you were in previously to continue working.
Summary- Outlines are generally added to skins in X-Men Legends and X-Men Legends II
- Outlines will be automatically hidden in Ultimate Alliance if you name them properly
- Cel shading is created by cloning the mesh, flipping the normals, and pushing it out
- Cel shading is generally black, but can be other colors for certain characters
- Ugly sections of cel shading can be fixed by deleting vertices of the outline layer
[/list]
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 7: SKIN SEGMENTS
By BaconWizard17
Introduction Segments are portions of the skin that can be hidden and shown on a character. Usually they're weapons or similar objects that a character can take out or put away.
If you're making a new mod and trying to decide whether to use segments or BoltOns, it's better to go with BoltOns, unless you need each skin to have a different appearance for the weapon. There's a limit to the number of segments that can be hidden in the herostat at once, and after that, they all stop hiding, so it's best to keep segments to a minimum
If you're making skins for an existing mod, then keep to the original mod and make whichever segments are needed
Note: if an image is too small, click to expand it
Applying the Segment Node Here's how to set up the segment properties on a model:
Expand to see steps
To make an object function as a segment, you need to first make sure it's named correctly (which you should've done in chapter 4 or 5). If you need cel shading, be sure to apply the cel shading first (as described in Supplement 6) before making the segment.
To make an object become a segment, select it (and its cel shading, if it has it). Then, under the Modify rollout, select Alchemy Object Properties. Once that's applied, select "Backface Culling" and "Segment Node." Now, you have the proper segment coding set up, and your object can be hidden! Do this one by one for each segment your model needs.
(https://d.l3n.co/UdwPzx.png)(https://b.l3n.co/UdwfwH.png)
Next Steps Now that you have the segment set up, you can return to the chapter you were in previously to continue working.
Summary- Segments are detached elements of a model that can be hidden
- Segments should only be used when absolutely necessary, as there is a limit to the total number that can be hidden in the herostat
- To apply the segment settings, you need to apply the Alchemy Object Properties modifier
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 8: FX BONES
By BaconWizard17
Introduction A lot of characters in MUA1 and MUA2 use what are known as fx bones. fx bones are additional bones that are part of the model that allow effects to be connected beyond the regular skeleton. Usually, characters with bigger weapons have them. These bones are important, because the effects will not appear if they're missing. They can be added at the end of the modeling process because they aren't involved in the physique/skin modifier.
fx bones only work in Ultimate Alliance 1 and 2 (all versions). X-Men Legends 1 and 2 do not support them, so it's not necessary to include these bones for skins that are only for X-Men Legends or X-Men Legends II. However, they won't cause any problems if you do include them.
Checking for fx Bones Before adding fx bones to a skin, it's a good idea to know if a character uses them and where they are. I've added a reference of all default characters with them in the next section, so this is only necessary for custom characters. Here's how to check for this:
Expand to see steps
Default Characters with fx Bones This section contains lists of which characters in the base game use fx bones, the names of those bones, their parent bones, and their locations. This does not include any characters with advanced bipeds; those characters are covered in Supplement 4 (https://marvelmods.com/forum/index.php/topic,10797.msg197977.html#msg197977), and their templates already include fx bones.
The following default characters in MUA1 use fx bones:
Expand to see characters
| Character | fx Bone Name | Parent Bone | Location |
| Black Panther | fx01 | Bip01 R Hand | At the tip of the right dagger |
| fx02 | Bip01 L Hand | At the tip of the left dagger |
| Black Widow | fx02 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Gun1 | Bip01 L Hand | In the left wrist/at the same location as Bip01 L Hand |
| Blade | fx01 | Bip01 R Hand | At the tip of the sword |
| Gun1 | Bip01 L Hand | At the tip of the gun |
| Colossus | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Daredevil | fx01 | Bip01 R Hand | At the tip of the right baton |
| fx02 | Bip01 L Hand | At the tip of the left baton |
| Deadpool | fx01 | Bip01 R Hand | At the tip of the right pistol |
| fx02 | Bip01 L Hand | At the tip of the left pistol |
| fx03 | Bip01 L Hand | At the tip of the left sword |
| fx04 | Bip01 R Hand | At the tip of the right sword |
| fx05 | Bip01 L Hand | At the tip of the left backwards sword |
| Elektra | fx01 | Bip01 L Finger11 | Inside the left shuriken |
| fx02 | Bip01 R Finger11 | Inside the right shuriken |
| fx03 | Bip01 R Hand | At the tip of the right sai |
| fx04 | Bip01 L Hand | At the tip of the left sai |
| Ghost Rider | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Hulk | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Human Torch | fx01 | Bip01 L Hand | In the left wrist/at the same location as Bip01 L Hand |
| fx02 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Iceman | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Invisible Woman | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Luke Cage | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Nick Fury | fx01 | Bip01 L Hand | At the tip of the left pistol |
| fx02 | Bip01 R Hand | At the tip of the right pistol |
| fx03 | Bip01 R Hand | Above the tip of the right pistol |
| fx04 | Bip01 R Hand | Level with fx03 but further away from the hand (used for the effect of his rifle) |
| Ronin | fx01 | Bip01 R Hand | At the tip of the forward-facing sword |
| fx02 | Bip01 R Hand | At the tip of the backward-facing sword |
| Gun1 | Bip01 L Hand | In the left wrist/at the same location as Bip01 L Hand |
| Spider-Woman | fx01 | Bip01 L Finger11 | At the tip of the left fingers |
| fx02 | Bip01 R Finger11 | At the tip of the right fingers |
| fx03 | Bip01 R Hand | Out past the right hand |
| fx04 | Bip01 L Hand | Out past the left hand |
| Storm | fx01 | Bip01 L Finger11 | At the tip of the left fingers |
| fx02 | Bip01 R Finger11 | At the tip of the right fingers |
| fx03 | Bip01 R Hand | Out past the right hand |
| fx04 | Bip01 L Hand | Out past the left hand |
| Thor | fx01 | Bip01 R Hand | In the middle of the head of the hammer |
| Venom | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Wolverine | fx01 | Bip01 L Hand | Where the tip of the center left claw would be |
| fx02 | Bip01 R Hand | Where the tip of the center right claw would be |
The following default characters in MUA2 use fx bones:
Expand to see characters
| Character | fx Bone Name | Parent Bone | Location |
| Bishop | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Blade | fx01 | Bip01 R Hand | At the tip of the sword |
| Gun1 | Bip01 L Hand | Near the base of the gun |
| Bullseye | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Cable | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 R Hand | Past the tip of his larger gun |
| Captain America | fx05 | Bip01 L Forearm | Above the shield |
| Deadpool | fx01 | Bip01 R Hand | At the tip of the right pistol |
| fx02 | Bip01 L Hand | At the tip of the left pistol |
| fx03 | Bip01 L Hand | At the tip of the left sword |
| fx04 | Bip01 R Hand | At the tip of the right sword |
| fx05 | Bip01 L Hand | At the tip of the left backwards sword |
| Gambit | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 L Hand | Start in the left wrist/at the same location as Bip01 L Hand, but then move the X position to 42.413. This is where the tip of his staff would be |
| fx03 | Bip01 L Hand | Start in the left fingertips, but then move the X position to -38.329. This is where the bottom end of his staff would be |
| fxskeet01 | Bip01 Pelvis | Coordinates: 123.998, -3.729, -80.409 |
| fxskeet02 | Bip01 Pelvis | Coordinates: 116.464, 45.972, -81.56 |
| Green Goblin | fx01 | Bip01 R Hand | In the middle of the right hand. The position of this is the same as his other ones. |
| fx02 | Bip01 R Hand | In the middle of the right hand. The position of this is the same as his other ones. |
| fx03 | Bip01 R Hand | In the middle of the right hand. The position of this is the same as his other ones. |
| fx04 | Bip01 R Hand | In the middle of the right hand. The position of this is the same as his other ones. |
| Hercules | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Hulk | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 R Hand | To the right of the right hand and slightly forward |
| fx03 | Bip01 R Hand | At the same Y and Z coordinates as fx02 but slightly more forward |
| fx04 | Bip01 R Hand | At the same X coordinate as fx03 but further away from the hand |
| fx05 | Bip01 Pelvis | At the same location as Bip01 |
| FXcharproj | Bip01 Pelvis | Coordinates: 82.023, 40.211, 2.024 |
| FXhammerpickup | Bip01 Pelvis | Between the feet |
| FXhammerslam | Bip01 Pelvis | Between the feet |
| Human Torch | fxskeet01 | Bip01 Pelvis | Coordinates: 123.998, -3.729, -80.409 |
| fxskeet02 | Bip01 Pelvis | Coordinates: 116.464, 45.972, -81.56 |
| Iceman | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 R Hand | Past the right fingertips and slightly forward |
| fx03 | Bip01 R Hand | Similar location to fx02 and further forward |
| fx04 | Bip01 R Hand | Similar location to fx03 but further away from the fingertips |
| fx05 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| FX10 | Bip01 Pelvis | Coordinates: 85.468, -2.942, 0.503 |
| FXcharproj | Bip01 Pelvis | Coordinates: 69.379, 0, 5.023 |
| FXhammerpickup | Bip01 Pelvis | Coordinates: 60.322, -35.037, 0.311 |
| fxskeet01 | Bip01 Pelvis | Coordinates: 123.998, -3.729, -80.409 |
| fxskeet02 | Bip01 Pelvis | Coordinates: 116.464, 45.972, -81.56 |
| Invisible Woman | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| FXhammerpickup | Bip01 Pelvis | Coordinates: 68.652, 0.0, 1.803 |
| FXhammerslam | Bip01 Pelvis | Coordinates: 27.239, 0.0, 1.803 |
| Iron Man | fx01 | Bip01 R Hand | In the middle of the right hand |
| fx04 | Bip01 Spine2 | On the arc reactor |
| fxskeet01 | Bip01 Pelvis | Coordinates: 123.998, -3.729, -80.409 |
| fxskeet02 | Bip01 Pelvis | Coordinates: 116.464, 45.972, -81.559 |
| Jean Grey | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx05 | Bip01 Pelvis | Slightly lower than the pelvis and in front of the body |
| FXhammerpickup | Bip01 Pelvis | Coordinates: 69.579, 0.0, 2.5 |
| FXhammerslam | Bip01 Pelvis | 28.167, 0.0, 2.5 |
| Luke Cage | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| FXcharproj | Bip01 Pelvis | Coordinates: 82.026, 40.211, 0.0 |
| FXhammerpickup | Bip01 Pelvis | Coordinates: 68.652, 0.0, 0.0 |
| Ms. Marvel | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Nanite Nick Fury (Playable and Boss) | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 R Hand | Past the tips of the right fingers |
| fx03 | Bip01 R Hand | Same place as fx02 but slightly more forward |
| fx04 | Bip01 R Hand | Level with fx03 but further away from the hand |
| FX06 | Bip01 R Hand | Coordinates: 18.414, 0.554, 0.439 |
| FX07 | Bip01 R Hand | Coordinates: 35.734, 0.881, 0.567 |
| FX08 | Bip01 R Hand | Coordinates: 53.186, 1.21, 0.712 |
| FX09 | Bip01 R Hand | Coordinates: 70.506, 1.536, 0.859 |
| FX10 | Bip01 R Hand | Coordinates: 87.693, 1.86, 0.991 |
| FX11 | Bip01 R Hand | Coordinates: 105.012, 2.187, 1.108 |
| FX12 | Bip01 R Hand | Coordinates: 122.465, 2.516, 1.214 |
| FX13 | Bip01 R Hand | Coordinates: 139.785, 2.843, 1.312 |
| Nanite Nick Fury (LMD) | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Nick Fury | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 R Hand | Slightly below the tip of the right pistol |
| fx03 | Bip01 R Hand | At the tip of the right pistol |
| fx04 | Bip01 R Hand | Level with fx03 but further away from the hand (where the tip of his rifle would be) |
| Penance | fxskeet01 | Bip01 Pelvis | Coordinates: 123.998, -3.729, -80.406 |
| fxskeet02 | Bip01 Pelvis | Coordinates: 116.404, 45.972, -81.56 |
| Psylocke | FXhammerpickup | Bip01 Pelvis | Coordinates: 28.98, 0.0, 0.0 |
| She-Hulk | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Spider-Man | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 R Hand | Out past the right fingertips and slightly forward |
| fx03 | Bip01 R Hand | Similar location to fx02 but slightly further away and more forward |
| fx04 | Bip01 R Hand | Level with fx02 but even further away from the hand |
| fx05 | Bip01 Pelvis | Slightly below Bip01 Pelvis |
| FXhammerpickup | Bip01 Pelvis | Coordinates: 0, 0, 0 |
| FXhammerslam | Bip01 Pelvis | Coordinates: 0, 0, 0 |
| Spider-Woman | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Storm | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| Thing | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| FXcharproj | Bip01 Pelvis | Coordinates: 82.023, 40.211, 0.0 |
| FXhammerpickup | Bip01 Pelvis | Coordinates: 68.652, 0.0, 0.0 |
| Thor | fx01 | Bip01 R Hand | In the center of the head of the hammer |
| fxskeet01 | Bip01 Pelvis | Coordinates: 123.998, -3.729, -80.409 |
| fxskeet02 | Bip01 Pelvis | Coordinates: 116.464, 45.972, -81.56 |
| hammer_segment | Bip01 R Hand | Coordinates: 0.69, 0.0, 0.15 |
| Venom | fx01 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
| fx02 | Bip01 Head | In the center of the mouth |
| FXhammerpickup | Bip01 Pelvis | Coordinates: 43.276, 0.0, -0.21 |
| FXhammerslam | Bip01 Pelvis | Coordinates: 43.276, 0.0, -0.21 |
| Wolverine | fx05 | Bip01 R Hand | In the right wrist/at the same location as Bip01 R Hand |
If any characters are missing from either list, please let me know, and I will add them.
Adding fx Bones Once you know which fx bones your character uses, where they go, and what their parent bones are, here's how to add them to your skin:
Expand to see steps
- In the Create rollout, go the the Helpers tab and choose "Dummy."
(https://a.l3n.co/Ud524C.png)
- Click and drag somewhere on the screen to create the dummy. The size doesn't matter. For the time being, the position doesn't either.
(https://d.l3n.co/Ud58N5.gif)
- Update the name to the correct name for this fx bone.
(https://b.l3n.co/Ud5Wiz.png)
- Move the fx bone to the specified position. The position doesn't have to be super precise, as fx bones don't impact the deformation of the mesh.
(https://c.l3n.co/Ud5idT.png)
- Press H to bring up list selection. Select the parent bone and the fx bone only.
(https://b.l3n.co/Ud5jLb.png)
- Right click and choose "Hide Unselected."
(https://d.l3n.co/Ud50a7.png)
- Only the fx bone and the parent bone should now be visible.
(https://a.l3n.co/Ud5Z6r.png)
- Switch to the Select and Link tool.
(https://d.l3n.co/Ud5glF.png)
- Click and drag from the fx bone to the parent bone.
(https://a.l3n.co/Ud5rb3.gif)
- Switch back to the Select Object tool.
(https://c.l3n.co/Ud51t0.png)
- If you press H to bring up the list view, you'll now see that the fx bone is nested under the parent bone.
(https://b.l3n.co/Ud5R4D.png)
- Right click and choose "Unhide All" to make everything visible again.
(https://d.l3n.co/Ud5TPq.png)
- Repeat the process for all remaining fx bones.
Conclusion fx bones are an often-overlooked but necessary step for skins that enables all of a character's effects to be used. While you technically don't have to include them, skipping them will cause the skin to not feel as complete.
Next Steps Return to the chapter you were previously reading to continue your modeling journey!
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 9: POST-PROCESSING FOR TRANSPARENCY
By BaconWizard17
Introduction With a completed model, there are some additional adjustments you can make to ensure that transparent parts of the model look right.
Uniform Semi Transparency Uniform Semi Transparency is the only type of transparency that's set up in 3ds Max. For it to look right in-game, there are some things you'll need to do before, during, and after exporting the model.
Expand to see steps
- Before exporting:
- During export:
- After exporting (before using igbFinisher):
- Ensure that you properly configured Alchemy 2.5 Finalizer within the VM per the steps in Chapter 3 (https://marvelmods.com/forum/index.php/topic,10797.msg197656.html#msg197656). Otherwise, Finalizer will not work correctly.
- Open your model in Finalizer. On the left side is a hierarchy list. You'll have to expand this until you reach a particular attribute. The way to get there depends on the asset type:
- For skins, expand the "_skinList," then the "igSkin," then the "_skinnedGraph" and its "_childList." Look for an "igGroup" or "igSegment" with the same name as the model portion that has the transparency applied. From there, keep expanding properties and "_childList"s until you find an "_attrSet" that has more than 1 object for the "_attributes" (typically 5-6). Under this, there should be an "igBlendFunctionAttr."
- For other assets, expand the "_sceneGraph," then its "_childList," and then the "igGroup" with the same name as the model portion that has the transparency applied. From there, keep expanding the "_childList" and "igAttrSet" until you reach an "igAttrSet" that has more than 1 object for the "_attributes" (typically 5-6). Under this, there should be an "igBlendFunctionAttr."
(https://c.l3n.co/Ud5U13.png)
- Right click on the "igBlendFunctionAttr" and choose "Edit object fields."
(https://a.l3n.co/Ud5cp0.png)
- Change the "_dst" value to 1 (the default is 5).
(https://c.l3n.co/Ud5XfD.png)
- Repeat for any other parts of the model that have uniform semi transparency and then save the file.
- You can now process the model through igbFinisher.
Non-Uniform Full Transparency I added a feature into igbFinisher that can help with the appearance of Non-Uniform Full Transparency. Here's how to use it:
Expand to see steps
If you have a model that has distinct edges to the transparency (like a hole, tattered edges to fabric, etc.), the transparency will look strange; the model will be transparent in other areas and might even look inside out. To fix this, there's an attribute that can be changed. To apply this fix in igbFinisher, simply set the "igBlend_to_igAlpha_transparency" to "True."
Without the fix applied:
(https://d.l3n.co/UdGJIC.png)
With the fix applied:
(https://b.l3n.co/UdGQB5.png)
Additional Transparency Optimizations BloodyMares has put together some additional ways to apply transparency effects (and lighting effects to transparent models) through Alchemy 5. Since this is done in Alchemy 5, it will only work for next-gen MUA1 consoles (which is the only place it's needed, because this is only needed with advanced lighting). For more information on applying optimizations in Alchemy 5, check out the Alchemy 5 tutorial (https://marvelmods.com/forum/index.php/topic,11158.0.html). These steps should be performed after processing the model through igbFinisher.
Expand to see steps
Quote from: BloodyMares on September 14, 2023, 05:45AMHere are the latest discoveries about some of the Alchemy attribute functions and how they impact transparency and lighting:
1) If the model has transparency applied via igBlendState, then it will fade into background when near very bright glowing effects or shadows. To prevent that, you can add the "igDepthWriteStateAttr" attribute in the Finalizer and set it to "Yes" (credits to MrKablamm0fish for finding it). This will allow you to keep the transparency, but light or shadows won't impact the visibility of the model.
Here's the result:
(https://i.imgur.com/dulMkSY.png)(https://i.imgur.com/1dZIS4k.png)
2) If the transparent model is supposed to glow (has emissive map), then it can be achieved by setting igBlendFunctionAttr::_dst = 1 under "igBlendFunctionAttr" tree (it needs igBlendStateAttr to also be enabled). It also makes the model look much brighter. It can be used to imitate glowing textures if you're playing without advanced lighting.
Here is how "igBlendFunctionAttr_dst = 1" looks in the game mixed with the previous fix:
(https://i.imgur.com/tOnaVqU.png)(https://i.imgur.com/ymM6V8v.png)
3) Finally, if you want to keep the original color of the diffuse map even with Advanced Lighting on, then you can add two more attributes. The first is "igGlobalColorStateAttr" set to Yes, and the second is "igLightingStateAttr" set to "No":
(https://i.imgur.com/zpQJg0i.png)
That way, the model will have its original vibrant color and won't look gray. Combined with all of the previous attributes, it makes the transparent glowing models look very appealing:
(https://i.imgur.com/LAyasU1.png)
Here are some of the examples of the models that this method can be used for:
- Holographic glowing objects
- Objects that consist of pure energy or light
- Fire-looking objects. Useful for mannequins that rely on fire textures such as Ghost Rider or Human Torch.
IMPORTANT: It's not recommended to use "igLightingStateAttr" for non-glowing models, because it makes it so the model is unaffected by any light source or shadow (or renderfx). So, your regular skin or mannequin can end up looking bland: As you can see, regardless of the Advanced Lighting settings, the model keeps the original diffuse colors but doesn't have any shadows rendered on it.
(https://i.imgur.com/rwu0Vsp.png)(https://i.imgur.com/TcTWE7g.png)
Conclusion With an exported model, the transparent aspects may not always look right. There are many additional things that you can do to make the transparency look right.
MARVEL MODS MODELING TUTORIAL
SUPPLEMENT 10: CONSOLE-SPECIFIC FORMAT AND OPTIMIZATION DOCUMENTATION
By BaconWizard17
Introduction This supplement covers the specific texture formats and other optimizations needed for different consoles. The texture formats and optimizations are all applied through igbFinisher. This documentation covers all of the steps so that everyone knows what steps are being automated.
XML1 GameCubeExpand to see format information
- Skins
- Texture format: Any format is supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Any format is supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Any format is supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the default, and this is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Any format is supported, but use PNG8
- Texture size: 128x128 is the only allowed size
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: Use DXT1
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
- Comic Covers
- Texture format: Use DXT1
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
XML1 PS2Expand to see format information
- Skins
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 256x256 for main textures and 128x128 for secondary textures. For large characters, any size could be acceptable, but 512x512 is the safe limit for main textures and 256x256 for secondary textures. For skin swaps, the max size should be 128x128 for main textures and 64x64 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 256x256 for main textures and 128x128 for secondary textures. For large characters, any size could be acceptable, but 512x512 is the safe limit for main textures and 256x256 for secondary textures. For skin swaps, the max size should be 128x128 for main textures and 64x64 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the default, and this is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Only PNG8 is supported
- Texture size: 128x128 is the only allowed size
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: Only PNG8 is supported
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
- Comic Covers
- Texture format: Only PNG8 is supported
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
XML1 XboxExpand to see format information
- Skins
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Any format is supported. For opaque textures, use PNG8 if the texture is 128x128 or smaller and use DXT1 if the texture is larger. For transparent textures, use plain png
- Texture size: 128x128 is the default, and this is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Any format is supported. Use PNG8 if the texture is 256x256 or smaller and use DXT1 if the texture is larger
- Texture size: 128x128 is the only allowed size
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
XML2 GameCubeExpand to see format information
- Skins
- Texture format: Any format is supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Any format is supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Any format is supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Any format is supported, but use PNG8
- Texture size: 128x128 is the only allowed size
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: Use DXT1
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
- Comic Covers
- Texture format: Use DXT1
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
XML2 PCExpand to see format information
- Skins
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: Technically no limit, but the max practical size for the main texture is 2048x0248 and the secondary texture is 1024x1024
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: Technically no limit, but the max practical size for the main texture is 2048x0248 and the secondary texture is 1024x1024
- Optimizations: None
- Portraits
- Texture format: Any format is supported. For opaque textures, use PNG8 if the texture is 128x128 or smaller and use DXT1 if the texture is larger. For transparent textures, use plain png
- Texture size: Technically doesn't matter, but I don't recommend using smaller than 64x64 because it will end up blurry or larger than 256x256 because you don't gain much additional quality
- Optimizations: None
- Power Icons
- Texture format: Any format is supported. Use PNG8 if the texture is 256x256 or smaller and use DXT1 if the texture is larger
- Texture size: The default size is 128x128, and the version visible during gameplay can only be this size. However, the character select screen can reference a separate set that can be any size.
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Technically no limit, but higher than 2048x2048 is unnecessary.
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Technically no limit, but the template is 1024x1024.
- Optimizations: None
XML2 PS2Expand to see format information
- Skins
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 256x256 for main textures and 128x128 for secondary textures. For large characters, any size could be acceptable, but 512x512 is the safe limit for main textures and 256x256 for secondary textures. For skin swaps, the max size should be 128x128 for main textures and 64x64 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 256x256 for main textures and 128x128 for secondary textures. For large characters, any size could be acceptable, but 512x512 is the safe limit for main textures and 256x256 for secondary textures. For skin swaps, the max size should be 128x128 for main textures and 64x64 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the default, and this is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Only PNG8 is supported
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: Only PNG8 is supported
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
- Comic Covers
- Texture format: Only PNG8 is supported
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
XML2 PSPExpand to see format information
- Skins
- Texture format: PNG4 and PNG8 are supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: There are a large number of optimizations required to get the skins to work.
- Static models (including 3D heads)
- Texture format: PNG4 and PNG8 are supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: PNG8 only
- Texture size: 128x128 is the only allowed size
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: PNG8 only
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
- Comic Covers
- Texture format: PNG8 only
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
XML2 XboxExpand to see format information
- Skins
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Any format is supported. For opaque textures, use PNG8 if the texture is 128x128 or smaller and use DXT1 if the texture is larger. For transparent textures, use plain png
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Any format is supported. Use PNG8 if the texture is 256x256 or smaller and use DXT1 if the texture is larger
- Texture size: The default size is 128x128, and the version visible during gameplay can only be this size. However, the character select screen can reference a separate set that can be any size.
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
MUA1 PCExpand to see format information
- Skins
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: Technically no limit, but the max practical size for the main texture is 2048x0248 and the secondary texture is 1024x1024
- Optimizations: It's not necessary, but the default is to use "Convert igGeometryAttr to igGeometryAttr2". To prevent models from turning black when taking damage, use "Generate Global Color"
- Static models (including mannequins)
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: Technically no limit, but the max practical size for the main texture is 2048x0248 and the secondary texture is 1024x1024
- Optimizations: It's not necessary, but the default is to use "Convert igGeometryAttr to igGeometryAttr2"
- Portraits
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 128x128 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: Technically doesn't matter, but I don't recommend using smaller than 64x64 because it will end up blurry or larger than 256x256 because you don't gain much additional quality
- Optimizations: None
- Power Icons
- Texture format: Plain png
- Texture size: Must be 256x256
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Technically no limit, but higher than 4096x2048 is unnecessary.
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Technically no limit, but the template is 2048x1024.
- Optimizations: None
MUA1 PS2Expand to see format information
- Skins
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 256x256 for main textures and 128x128 for secondary textures. For large characters, any size could be acceptable, but 512x512 is the safe limit for main textures and 256x256 for secondary textures. For skin swaps, the max size should be 128x128 for main textures and 64x64 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 256x256 for main textures and 128x128 for secondary textures. For large characters, any size could be acceptable, but 512x512 is the safe limit for main textures and 256x256 for secondary textures. For skin swaps, the max size should be 128x128 for main textures and 64x64 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the default, and this is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Use PNG8-alpha
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: Only PNG8 is supported
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
- Comic Covers
- Texture format: Only PNG8 is supported
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
MUA1 PS3Expand to see format information
- Skins
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: I don't recommend higher than 1024x1024 for the primary texture and 512x512 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2". To prevent models from turning black when taking damage, use "Generate Global Color"
- Static models (including mannequins)
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: I don't recommend higher than 1024x1024 for the primary texture and 512x512 for secondary textures
- Optimizations: It's not necessary, but the default is to use "Convert igGeometryAttr to igGeometryAttr2"
- Portraits
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: Technically doesn't matter, but I don't recommend using smaller than 64x64 because it will end up blurry or larger than 256x256 because you don't gain much additional quality
- Optimizations: None
- Power Icons
- Texture format: Plain png
- Texture size: Must be 256x256
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Don't exceed 2048x1024
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Don't exceed 2048x1024
- Optimizations: None
MUA1 PSPExpand to see format information
- Skins
- Texture format: PNG4 and PNG8 are supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2"
- Static models (including 3D heads)
- Texture format: PNG4 and PNG8 are supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2"
- Portraits
- Texture format: Use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: PNG8-alpha only
- Texture size: 128x128 is the only allowed size
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: PNG8 only
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
- Comic Covers
- Texture format: PNG8 only
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
MUA1 SteamExpand to see format information
- Skins
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: Technically no limit, but the max practical size for the main texture is 2048x0248 and the secondary texture is 1024x1024
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2". To prevent models from turning black when taking damage, use "Generate Global Color"
- Static models (including mannequins)
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: Technically no limit, but the max practical size for the main texture is 2048x0248 and the secondary texture is 1024x1024
- Optimizations: It's not necessary, but the default is to use "Convert igGeometryAttr to igGeometryAttr2"
- Portraits
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: Technically doesn't matter, but I don't recommend using smaller than 64x64 because it will end up blurry or larger than 256x256 because you don't gain much additional quality
- Optimizations: None
- Power Icons
- Texture format: Plain png
- Texture size: Must be 256x256
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Technically no limit, but higher than 4096x2048 is unnecessary.
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Technically no limit, but the template is 2048x1024.
- Optimizations: None
MUA1 WiiExpand to see format information
- Skins
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Portraits
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Use plain png
- Texture size: Must be 128x128
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
MUA1 XboxExpand to see format information
- Skins
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Portraits
- Texture format: Any format is supported. For opaque textures, use PNG8 if the texture is 128x128 or smaller and use DXT1 if the texture is larger. For transparent textures, use plain png
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Use plain png
- Texture size: Must be 128x128
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
MUA1 Xbox 360Expand to see format information
- Skins
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 1024x1024 for the primary texture and 512x512 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2". To prevent models from turning black when taking damage, use "Generate Global Color"
- Static models (including mannequins)
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 256x256 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: I don't recommend higher than 1024x1024 for the primary texture and 512x512 for secondary textures
- Optimizations: It's not necessary, but the default is to use "Convert igGeometryAttr to igGeometryAttr2"
- Portraits
- Texture format: Any format is supported. For opaque textures, use PNG8 if the main texture is 128x128 or smaller and use DXT1 if the main texture is larger. For transparent textures, use plain png
- Texture size: Technically doesn't matter, but I don't recommend using smaller than 64x64 because it will end up blurry or larger than 256x256 because you don't gain much additional quality
- Optimizations: None
- Power Icons
- Texture format: Plain png
- Texture size: Must be 256x256
- Optimizations: None
- Loading Screens, Concept Art
- Texture format: DXT1
- Texture size: Don't exceed 2048x1024
- Optimizations: None
- Comic Covers
- Texture format: DXT1
- Texture size: Don't exceed 2048x1024
- Optimizations: None
MUA2 PS2Expand to see format information
- Skins
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2"
- Static models (including 3D heads)
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2"
- Portraits
- Texture format: Only PNG8 is supported (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Use PNG8-alpha
- Texture size: 128x128
- Optimizations: None
- Loading Screens
- Texture format: Only PNG8 is supported
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
MUA2 PSPExpand to see format information
- Skins
- Texture format: PNG4 and PNG8 are supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2"
- Static models (including 3D heads)
- Texture format: PNG4 and PNG8 are supported, but use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: For standard skins, the max size should be 128x128 for main textures and 64x64 for secondary textures. For large characters, any size could be acceptable, but 256x256 is the safe limit for main textures and 128x128 for secondary textures. For skin swaps, the max size should be 64x64 for main textures and 32x32 for secondary textures
- Optimizations: Required to use "Convert igGeometryAttr to igGeometryAttr2"
- Portraits
- Texture format: Use PNG8 (including PNG8-alpha for transparent textures)
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: PNG8-alpha only
- Texture size: 128x128 is the only allowed size
- Optimizations: None
- Loading Screens
- Texture format: PNG8 only
- Texture size: 512x512 is the default, and this is the max size I recommend
- Optimizations: None
MUA2 WiiExpand to see format information
- Skins
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Static models (including 3D heads)
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: I don't recommend higher than 512x512 for the primary texture and 256x256 for secondary textures
- Optimizations: None
- Portraits
- Texture format: For opaque textures, use DXT1. For transparent textures, use plain png
- Texture size: 128x128 is the max size I recommend
- Optimizations: None
- Power Icons
- Texture format: Use plain png
- Texture size: Must be 128x128
- Optimizations: None
- Loading Screens
- Texture format: DXT1
- Texture size: Don't exceed 1024x1024
- Optimizations: None
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I've fixed the link to the VM, which had been down for a while.
The Marvel Mods Modeling Tutorial has been updated with some significant updates:
- "Sections" are now called "Chapters" for easier organization
- There is now a dedicated chapter for setting up and installing 3ds Max, as well as some tips for using it
- igbConverter now has its own chapter, although it's not fully detailed yet (that will happen in the future)
- The chapter for importing models from other games has been updated with the latest recommendations and suggestions
- There is a new chapter for creating 2D assets in 3ds Max, which currently covers conversation portraits/HUDs and character select portraits/CSPs
- Textures, including transparent textures and advanced textures, have been consolidated into one chapter. The Marvel Mods GIMP Scripts (https://marvelmods.com/forum/index.php/topic,11441.0.html) are now used instead of users having to manually select texture options. There are also some new techniques and recommendations listed here.
- A chapter discussing setup for other models (map models and power models) has been added, although it's not fully detailed yet (that will happen in the future)
- The chapter for bipeds has been consolidated into one chapter. The term "biped" is now used instead of "skeleton" for added clarity
- Exporting models has now been consolidated into one section, with some added suggestions and recommendations
- The supplemental chapter for transparency has been updated to only cover the post-export steps, since transparent textures are now in the textures chapter
- There is a new supplemental chapter covering BaconWizard17's igbFinisher (https://marvelmods.com/forum/index.php/topic,11440.0.html)
- There is now only one supplemental chapter for adding advanced textures, and it only covers the Alchemy 5 method. Exporting the advanced textures is now in the main chapter covering textures.
The Marvel Mods Modeling Tutorial has been updated with more significant updates:
- Added suggestions for how to set up your project folder to help new skinners
- Removed steps related to 3D Ripper DX, as it's harder to find now, and igbConverter is much more accurate.
- Expanded steps related to igbConverter to give it a proper tutorial chapter.
- The steps to export textures are now covered in the Marvel Mods Aesthetics Tutorial (https://marvelmods.com/forum/index.php/topic,10850.0.html), allowing me to go into greater detail there.
- Revised the steps for making mannequins to cover assets extracted with igbConverter. Added the relevant video from the YouTube channel.
- Added more detail on creating power/map models.
- Outlines/cel shading and skin segments are now supplemental chapters.
- igbFinisher is now one of the main chapters.
- Revised and streamlined supplemental chapters. Certain content is now integrated into the main chapters.
- Improved recommendations for making transparent assets.
- Overall chapter count is now smaller, making the tutorial more approachable.
- Other improvements, including formatting, flow, and fixing incorrect links.