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Model replacement tutorial


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#1
OFFLINE   Vampyroteuthis

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So this friggin piece of madness took WAY more time and nerv than any project of this sort is ever supposed to. Ever.
Here it is however, a can't go wrong tutorial on getting a model from some source or other into League of Legends.

This is probably one of the best places to start if you're new to custom modeling since it goes over the basics once again, using current state of tech.
If you intend to go further there's a list of links at the end teaching making your own models, own animations and whatnot.

What you need: Maya (preferably 2011) and ThiSpawn's Riotfiletranslator Plugin.

What I forgot when making the video: Make sure your model is triangulated before you bind it. Do so by selecting the mesh and go (in Polygon mode) Mesh > Triangulate.
If you want to check if your model meets the maximum polycount (9.500 polys is about the maximum that LoL can handle) you can go to Display > Heads up Display > Poly Count. Faces can't be more than 9.500 (at the MOST, usually LoL has between 3.500 and 6.500 polys)

LordGregGreg: This tutorial is up to date in all ways but the the file location. Instead of the HeroPack_Client.zip/Data location, you can find the same files inside the "==Skin Creation==" tab of SIU, inside the RAF/Data folder. (give it time to load) more info Here

Video can be found here:

Streaming version on Vimeo
And DL version on Megaupload

Sorry for the quality, AfterEffects hated me beyond all recognition.


----------------------

How to install skins teaches the basics of how to install and switch files

If you intend to make your own stuff go here:

Custom modeling Video Tut includes the basics and 2 Advanced Modeling tutorials (aka making of Human Anivia)
How to build a skin from scratch (wip) by ThiSpawn
Animation and Rigging Video Tut Introduces you to Rigging and animating.
Introduction to Rigging by CrafterofLaughs
Custom Skinning pack by Skinny
How to make custom Loading screens and icons by MMKH

Edited by lordgreggreg, 06 February 2012 - 12:16 PM.

The Devil Squid's Work... all my stuff collected here.<br /><br /><br />
Model replacement Video Tutorial Start here if you want to custom model.<br /><br /><br />
Custom Modeling Video Tutorial: Go for it! 3:<br /><br /><br />
Assassin's Face off - part 3 is up.
<br /><br /><br />
<br /><br /><br />
Patience is a virtue, young padawans.

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#2
OFFLINE   Ciel

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Thanks a lot for this! :D

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#3
OFFLINE   Skouti

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Thanks for your tutorials collection! :D
Yo-yo-yo!

#4
OFFLINE   Christopho

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Thanks Vamp, now we can stop asking ZeroX for models :lol:
<-----Yes. That post count is real. Sup.



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Many thanks to the great SizorBlade for the awesome sig :3



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#5
OFFLINE   TheRedDestroyer

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Really thanks for this, and when i actually do my model of the project im making i will probably ask Christopho to make me a texture.

Christopho: Lolwut? :lol:

#6
OFFLINE   LateralusDERP

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I have followed the tutorial up to the painting of bone weights and I keep getting this error when I go to prune the weights, " Warning: Prune was skipped for some or all components. All weights would have been pruned. " no matter how low I set the tolerance, the same error continues to arise. I have also already set heavier weights on other parts of the model so I dont see how all of the weights would have been pruned if there are heavier weights than the blue spots. Is there any solution to this?

#7
OFFLINE   ta1689

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Please help mePosted Image
tang

#8
OFFLINE   Harrian

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I can't get the blue spots to go away?

#9
OFFLINE   RichieSams

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View PostHarrian, on 13 January 2012 - 11:26 PM, said:

I can't get the blue spots to go away?


It's not really important that you do. Most of them will come back anyways when you selet something else and come back. If they end up being a problem you can use the "Delete small weights" function.

#10
OFFLINE   sietse11

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Im trying to find a way to this in blender, seems impossible in the new version of blender.

So i got myself maya 2012, but it appears the mesh cant be transformed much.
for example i cant seem to add or delete polygons.
But i just noticed the toturials, so ima go check those out.
Im probably just to novice to realize what my problem in maya is.

But is anybody willing to create an import-export mod for blender?
And who would i have to harass to get this done a little bit faster ???


thx for the read

#11
OFFLINE   RichieSams

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Yea, I would suggest the tutorials. As for import/export in Blender, the old script is outdated, but the creator has recently come back and is in the process of remaking the script. I have no idea when this will be done.

#12
OFFLINE   daryldizon

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is there anyone who knows a script or a plugin for 3ds max?? pls give me link advanced TY : )

#13
OFFLINE   Seleukides

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Hi V,
Thanks for this instructive tutorial. It is a bit out of date now and the HeroPack_Client.zip/Data folder no longer exists in the new LoL releases but I see you've already mentioned that on this forum thread. :)

I got it to work with my Maya 2012 version by following your instructions but I could not get through the steps to replace Udyr's model with that of Akuma (see below). There are just too many UV textures to deal with and I have problems combining them to a working single model.
http://thefree3dmode...uma/14-1-0-2300

Any advice would be appreciated.

Thanks.

Edited by Seleukides, 05 June 2012 - 02:24 PM.


#14
OFFLINE   RichieSams

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When moving the UV textures around, you can use as much space as possible so they don't collide when you combine the meshes. It's only after the combine that you need to worry about squishing them all into that square.

#15
OFFLINE   Khan Bhai

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Guys anyway for 3ds Max,I googled out still no results :( ,is there any tool for 3ds Max or can someone make or port it,

Thanks
See You On The Field Of Justice!

Khan Bhai





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