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XnaFreak — XPS -- Convert Low Poly models to High Poly models

#application #character #download #highpoly #lowpoly #model #script #xps #xnalara #nextgeneration
Published: 2018-07-11 09:35:02 +0000 UTC; Views: 15903; Favourites: 125; Downloads: 687
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Description XPS NextGen goes to HD -- Part 2

XpsImportExportScript to produce High poly models

- My latest script XPS NextGen goes to HD -- High Poly models in XPS   was to load High Poly characters in XPS.
- This new script is to produce such a high poly model from a low poly model.

Unzip it  as "XpsImportExportScript.cs" in XNALara_XPS\scripts by overwriting the existing script. 

To convert a low poly model to high density,
just save the model as .mesh.ascii file (shortcut F11), and prefix the filename with "!!" (without the quotes)
and load ithe !!_generic_item.mesh.ascii file, using this script, with "Commands->Run import/export script"

Example file name:

!!_generic_item.mesh.ascii


if (fileName.StartsWith("!!")) {
    doSubDiv = true;
} else {
    doSubDiv = false;
}


Without the double exclamation mark, the script simply loads the mesh.ascii file by splitting the meshes when the XPS limit is reached, adding the "root ground bone when it is missing, discard the least significant weightings when the influence count exceeds ..., like the latest script doing it.

Hint:
To subdivision the surface are correct "Normals" essential.
Clean at first the model in XPS by
1) Modify->Recalculate Normals
2) Modify->Remove seams on the border of the UV-layout
Related content
Comments: 30

KittyKatye [2021-06-12 16:24:51 +0000 UTC]

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bigben523 [2020-11-06 14:33:39 +0000 UTC]

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GeniusCritiquer [2020-09-06 07:53:58 +0000 UTC]

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Weebos5000 [2020-01-20 07:52:57 +0000 UTC]

it doesnt really make them high poly it adds some shaders and gloss but it just uses the in system parameters to make it "look" high poly but no resoultion or textures are actually modified which is what you need to produce high res textures on models

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XnaFreak In reply to Weebos5000 [2020-01-26 10:42:02 +0000 UTC]

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Weebos5000 In reply to XnaFreak [2020-01-26 11:24:47 +0000 UTC]

well thats the impression ppl get when they look into this tutorial not a "bullshit" accusation just what i see in the title and i did test but my findings didnt see a very noticable difference between both !! and regular test meshes good info about sub divisions learning alot on blender with some sample models already converted your right tho you need a 3d software capable of resurfacing a low poly or if you can bump map you can put a high res texture on a low poly and it will look much much improved 
www.youtube.com/watch?v=MouDPb… was probably something i was looking for tho the process seems steep 

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XnaFreak In reply to Weebos5000 [2020-01-26 11:39:38 +0000 UTC]

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Weebos5000 In reply to XnaFreak [2020-01-26 12:05:46 +0000 UTC]

well i cant argue with you there; theres just so much i dont know 1. im aware of that 2. no i want to change the textures of the model great example      this is what im after but the guy wont send me the info i need to learn how to 2. i dont know the process i thought thats what this was but i believe im wrong 

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TheSewerFairy [2020-01-04 13:47:40 +0000 UTC]

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XnaFreak In reply to TheSewerFairy [2020-01-26 12:02:49 +0000 UTC]

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WorldlyTaste [2018-09-19 00:17:22 +0000 UTC]

is it possible to convert the model into a high poly model within xps and then export the new high poly model as a .xps so i can port it over to gmod?  

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XnaFreak In reply to WorldlyTaste [2018-09-19 06:06:22 +0000 UTC]

Sure.

1)   "XPS->Commands->Run import/export script" choose !!_generic_item.mesh.ascii 
2)   "XPS->Modify->Save Generic_Item"


BTW:

If you convert the model into ahigh poly model, using my script, then you do not need to export the new high poly model. The "new high poly model" is saved by my script, using the name !!_!_out_Generic_Item.mesh.ascii
this can be port over to gmod, using Noesis.

Required/recommended tools:
 Noesis version 4.274
 Noesis to XNALara/XPS importer/exporter plugin


 

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HarleySin [2018-07-15 01:26:10 +0000 UTC]

Subdivision Surface in Xps is incredible great!
Good that you also thought about including the limitation. But what is exactly the mesh limitation? I just knew about the vertices limit (since you made the script).

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XnaFreak In reply to HarleySin [2018-07-16 06:44:41 +0000 UTC]

Good question!
I have never tested all limitations. So my list will be incomplete, or even wrong on some points.

The XPS mesh  limitations are
maximum vertices per mesh:     64k [.mesh & .xps]; 32k [.obj & ngff?]
maximum faces per mesh: 64k
maximum textures per mesh: 8 [generic & .xps]; 6 [non generic .mesh]; 4 [obj & ngff]
maximum meshes per model: 64k
maximum models per scene: 64k
maximum bone influences per vertex: 4
maximum bones per mesh: 52; [32k for generic file format(s)]
maximum uv layer per texture (lightmap, specular map): 2; [all other texture types]: 1 uv layer per texture
maximum texture resolution: 8k x 8k [depending on the memory space amount: only 4k]
supported texture (and image) formats: PFM (Portable float map), DDS, BMP, JPG, TGA, PNG, PPM, DIB, HDR
maximum properties (render parameter) per mesh: 0-3 [depending on the shader]
maximum camera pivot per mesh: 1
maximum shader per mesh (surface): 1
maximum memory space: 2GB for the sum of all of the XNA components. ; 1.3 GB for meshes.
                                      -- Can be extended to 3 GB; 2.3 GB for meshes
Something missing here?

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HarleySin In reply to XnaFreak [2018-08-18 21:12:24 +0000 UTC]

I only could have named 3 maxiums for xps so i am the wrong person to ask if you missed anything ^^'
But you can have up to 64k meshes per model? That just seems ridiculous.
Maybe needed when you make a original death star model.

I have the experience that loading 2 models that use mainly 4k textures make xps crash.
Which tells me its above 2.3GB.

By the way, how do you extend it to 3GB?

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XnaFreak In reply to HarleySin [2018-08-20 11:30:02 +0000 UTC]



You means 800 MB - 1.3 GB

knowledge.autodesk.com/support…
Search also
"BIOS Memory Remapping"
or
"windows 32 bit 3G switch"

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HarleySin In reply to XnaFreak [2018-08-20 21:35:20 +0000 UTC]

Autodesk provides a solution as always. Great!

800mb-1300mb?
Since i dont know if it crashes due to the textures or meshes (probably textures) i wrote 2.3GB - "2GB for the sum of all of the XNA components".

Did you wrote these numbers out of your head?

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XnaFreak In reply to HarleySin [2018-08-21 06:02:05 +0000 UTC]

Right, out of my head BTW: CTrl+R in the XPS 3D window show the values

2.3GB you will only get with the 3GB boot switch parameter.
Otherwise 1.3 GB is approximate the maximum. If I have closed all other apps (like my browser), i got 1.3 GB free memory. If I browse on the same time  DA, I got 800MB free memory.
But, even if you have 1.3GB free, and you try to load 400MB (no matter image or model), you will get a "out of memory exception" if your system cannot found a contiguous free memory for the data.

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HarleySin In reply to XnaFreak [2018-08-23 02:30:23 +0000 UTC]

Ah thats CTRL+R o.o
I did hit that combination sometimes by accident.

Ah ok now i get it. I assumed you get from 2.3gb memory up to 3gb since its called 3GB Boot Switch ^^'

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miedziuszyn [2018-07-11 12:05:57 +0000 UTC]

Wow! Nice Work!Thx !

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XnaFreak In reply to miedziuszyn [2018-07-12 06:34:09 +0000 UTC]

 

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SSPD077 [2018-07-11 10:29:37 +0000 UTC]

could u create a script for exporting fbx,psk to XPS 

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XnaFreak In reply to SSPD077 [2018-07-11 10:49:04 +0000 UTC]

Of course I can do that.

You mean import FBX to XPS?
Or export from XPS to an FBX file?

If I remember right then there was already an XPS importer for the Autodesk FBX format.

Note. The FBX file format is not documented. Applications use FBX SDK to import scene data to and from FBX files (and other file formats supported by FBX. The What is Autodesk FBX technology  are examples of programs that use FBX SDK to import and export scene data.

Binary FBX files and ASCII FBX files both use the .fbx filename extension. You can convert FBX files from binary to ASCII using FBX SDK, of course, but you can also use a utility program: see FBX Converter . (FBX Converter is a standalone application that lets you convert FBX files into other file formats and versions, as well as from other file formats into FBX files.)


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SSPD077 In reply to XnaFreak [2018-07-11 10:55:15 +0000 UTC]

FBX  to XPS? 

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XnaFreak In reply to SSPD077 [2018-07-11 11:05:45 +0000 UTC]

--> XPS 10.9.8.7.6.5.4 - Countdown Script Edition

Quote " XPS supports user made scripts now. There's a extra menu part for that ''Commands'' has two new options to run scripts. Examples are in the scripts folder and a .fbx test model can be found in the data folder."

My translation: FBX to XPS script is shipped with this XPS version.

BTW: 

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SSPD077 In reply to XnaFreak [2018-07-11 11:08:32 +0000 UTC]

can this work on xps 11.8? 

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XnaFreak In reply to SSPD077 [2018-07-11 11:24:35 +0000 UTC]

Surely. I never noticed that something was changed on the script plugin interface. (In contrast to the "user written" shader API)

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SSPD077 In reply to XnaFreak [2018-07-11 11:25:40 +0000 UTC]

okay. one more. MDL to XPS script 

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XnaFreak In reply to SSPD077 [2018-07-11 11:32:40 +0000 UTC]

MDL file format specifications (Quake's models)

Quote "The MDL file format is the model format used in Quake (June 1996)"

I've never seen "Quake " models interesting enough to port them to XPS.
Everyone just wants "DOA" characters. It is not worthwhile for me to create such a converter.

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SSPD077 In reply to XnaFreak [2018-07-11 11:34:33 +0000 UTC]

well most gmod and Vindictus models are MDL alot other files are as well 

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