SFMLab will soon be migrated to a new codebase. In preparation for this, we have temporarily disabled some site functionality, namely the features listed below. This is necessary to ensure the move will not lead to accidental data-loss. You should still be able to download existing files available on the site.(although the EU server will suffer from reduced availability)
SFMLab will stay in read-only mode until the end of February, when the migrations are set to conclude.
UPDATE 5/1/2018 - Revamp/current standard update, and also recolor skins.
I did this update like a month ago so I barely remember the specifics of the underneath work I did. I think majority of the bone rotations have been changed, so if you were working on an animation or pose with this model, it WILL break everything. Luckily for you, SFMLab stores old versions of models in the changelog.
The model is two separate models now, because of material limits. Ironically, not the 32 material limit, but the 64 material limit with cra0kalo's compiler, which I used on this model. The base model has the Classic skin with the gold fist, the second is the reskin model (with a whopping 55 materials).
Runs on any Valve 3 spine IK rig; one is included.
Cloth around his waist has gravity reactive jiggle bones. You can turn these off by baking the procedural bones on the model. (I believe I also gave these constraints now too, don't quote me on it - SC 5/1/18)
Some of the fist panel/exterior bones will need to be manually adjusted to react properly with the arm movements. This is why the bones are included, so use them. (Ironically I saved the new picture before changing all the bone rotations and noticed that the panel on his fist is STILL facing the wrong way a year later, but I couldn't go back to change it without reposing the entire thing LUL - SC 5/1/18)
Speaking of included bones, normally I would leave the face bones, but I had to cull them to stay under the bone limit with the cloth simulation bones included. That's why they aren't there. (Nowadays I would just separate that cloth, but it's too late to go back on this - SC 5/1/18)
Not all of the flexes are meant to be used at 100% values, and/or with each other.
The materials on the body are set up for fake-PBR lighting, utilizing the CustomHero shader. The shiny bits will spawn in pretty low intensity, and to brighten them up to match your scene, add more lights. This shader brightens up the more lights there are in the scene (much like true PBR), so add a bunch of shadowless lights to the scene
(either with intensity or zero intensity), and you'll notice those shiny bits start to brighten up.
No animations because the 3DS Max OW importer has never worked for me with importing animations, and I don't use Blender, and never will.
Let me know if anything looks broken.
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