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ForkTailedDevil — Cosmo Render - We're Nearly There!

#blender #blender3d #cosmo #sfm #sonic #sonicthehedgehog #cosmotheseedrian
Published: 2017-07-21 22:33:51 +0000 UTC; Views: 7197; Favourites: 94; Downloads: 67
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Description Getting Close! I know her hair looks a little... Different. A consequence of rendering in Blender instead of Substance. It's not going to look anything like this in SFM anyway...

But anyway, I've got the bulk of the rig done. Just the fingers that need adjustment and then I can get to work on PORTING! Yeesssssss!!

So close so close so cloooossseeee!!
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Comments: 50

santawithsponge [2018-07-12 11:47:19 +0000 UTC]

Will she be ported to blender/sfm or be available for download?

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ForkTailedDevil In reply to santawithsponge [2018-07-16 04:04:55 +0000 UTC]

The raw blend file is available on mediafire here:

I hope to have her ported to SFM before too long... Only thing is I have to find someone who will port it...

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ForkTailedDevil In reply to ForkTailedDevil [2018-07-16 04:08:24 +0000 UTC]

Whoops! Forgot link!

www.mediafire.com/file/em6cwk8…

There we go.

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LilacTheFoxxe [2017-09-30 07:53:43 +0000 UTC]

This is actually the best Cosmo render that I have ever seen! Good job!!

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ForkTailedDevil In reply to LilacTheFoxxe [2017-09-30 17:07:29 +0000 UTC]

Thank you!!

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LilacTheFoxxe In reply to ForkTailedDevil [2017-09-30 18:28:51 +0000 UTC]

You're welcome!

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HalofanODST [2017-09-22 03:21:40 +0000 UTC]

Please make this available for download. D:

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ForkTailedDevil In reply to HalofanODST [2017-09-22 04:44:00 +0000 UTC]

Working on it! D:

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HalofanODST In reply to ForkTailedDevil [2017-09-22 04:46:15 +0000 UTC]

Ok. Sorry.

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Silverscale12 [2017-09-11 19:36:56 +0000 UTC]

i really realy really REALLY wish you could make an animation out of it
your cosmo models are RAD!

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Ryanwilliams2465 [2017-09-02 02:56:51 +0000 UTC]

Nice render! Will we be seeing this model in the GMod Workshop as well or just the SFM Workshop?

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ForkTailedDevil In reply to Ryanwilliams2465 [2017-09-02 06:04:03 +0000 UTC]

SFM first. Gmod requires a few more things to make it "game friendly," like hitboxes, etc. You'll be seeing it on the SFM workshop fairly soon, depending on how much I can work on it.

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Legoguy9875 [2017-08-22 21:59:43 +0000 UTC]

Wait, is this going to be in Source Filmmaker? If so, then I am quite excited! Either way, this looks amazing. I've been waiting for a quality model of Cosmo for so long ^^

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ForkTailedDevil In reply to Legoguy9875 [2017-08-22 22:22:45 +0000 UTC]

Indeed! Putting on the finishing touches and then it's off to porting! Just a couple steps to go!

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Legoguy9875 In reply to ForkTailedDevil [2017-08-22 22:29:48 +0000 UTC]

Sweet! If you need any help testing the model when you bring it over to SFM, feel free to hit me up and I'll be more than happy to assist

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ForkTailedDevil In reply to Legoguy9875 [2017-08-23 05:06:52 +0000 UTC]

Absolutely! The model will be released as a beta pretty soon. I feel like I could simplify the rig significantly, but that's an issue for another day. I'll let you know when it's on the Steam Workshop!

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Thomasfan96 [2017-08-19 18:19:56 +0000 UTC]

... This is amazing!

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milesprower06 [2017-07-28 12:59:24 +0000 UTC]

Looking great! Can't wait to see what you do with it!

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ForkTailedDevil In reply to milesprower06 [2017-07-29 22:03:32 +0000 UTC]

Thanks! I'm in the process of learning how to finally port it into SFM... But it's a strange process. Maybe if I find someone who can explain it better, I could actually do something...

Why everything couldn't just be DMX files, I don't know. But overcoming inconvenience is the best way to learn I suppose.

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MikeDarklighter [2017-07-23 02:19:17 +0000 UTC]

Looking great! The qc file is all that's needed I hear? It's possible we can repurpose an existing one and change a few things to have it work on your Cosmo model

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ForkTailedDevil In reply to MikeDarklighter [2017-07-23 04:53:22 +0000 UTC]

That would be outstanding! The tutorials I've seen all seem to be over-simplified and it seems like no one really knows what they're doing... Really frustrating considering it's fairly simple code, and that's coming from someone who's never done any kind of programming.

If you have any experience doing this sort of thing, I'd love to have a bit of help doing this last bit. Even if it's just some tidbits of advice, I'll take whatever I can get at this point! lol

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MikeDarklighter In reply to ForkTailedDevil [2017-07-23 05:44:15 +0000 UTC]

Awwww yeah I have the same problem myself looking through tutorials for them I don't know how to make them from scratch but I generally know what to put for certain parts that commonly have issues. I'm more than happy to offer any help if I can ^^

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ForkTailedDevil In reply to MikeDarklighter [2017-07-23 06:08:39 +0000 UTC]

All good! Like I said earlier, the tutorials I watched were all over the place and mentioned all kinds of different things, which makes it hard to figure out what's important and what's just unnecessary. Super confusing.

Blehh. Some day, it will all make sense. Not too impressed with how the Source engine handles things so far. I guess once one gets used to it, it's not an issue. But it's definitely not as approachable as Unreal Engine or even Blender's animation toolset... At least for me.

Anyway, I appreciate it! I'll let you know if I run into any issues!

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TwoBerries [2017-07-22 12:09:26 +0000 UTC]

It looks so perfect ♥

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AOHS87Springlock [2017-07-22 04:35:09 +0000 UTC]

AWESOMEEEEEEEEEEEEEEEEEEEEEEEE

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ForkTailedDevil In reply to AOHS87Springlock [2017-07-22 06:09:47 +0000 UTC]

THAAAANNNKKSSS

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Prower-Enterprise [2017-07-22 03:22:32 +0000 UTC]

Ohohohoho!!! Look at her! I'm very excited!!!! I can't wait!! Your hard work surely has lead to something beautiful... just beautiful.

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ForkTailedDevil In reply to Prower-Enterprise [2017-07-22 03:32:29 +0000 UTC]

*sniffle* Thank you! ... *sniff*

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Prower-Enterprise In reply to ForkTailedDevil [2017-07-22 03:33:22 +0000 UTC]

I'm already voicing lines for a skit to celebrate this! This is too great!

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ForkTailedDevil In reply to Prower-Enterprise [2017-07-22 03:34:40 +0000 UTC]

I can't wait to see it! XD

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MetalSonic98 [2017-07-22 02:03:14 +0000 UTC]

Awesome job!

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ForkTailedDevil In reply to MetalSonic98 [2017-07-22 03:32:45 +0000 UTC]

Thanks!

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MetalSonic98 In reply to ForkTailedDevil [2017-08-04 01:42:56 +0000 UTC]

(I know I've commented twice already, and I'm not trying to spam or anything, but I found a tutorial about the .qc file that makes the most sense to me of all the tutorials I found and might help you with porting Cosmo to SFM. I'm gonna start at the second part because the first was about making the model itself.)

(Name of tutorial: Porting from Blender to Source Film Maker by Kicodora.)

First, you'll want to make a folder wherever you like and call it whatever, and inside that folder, make another named "export".

I'm assuming you've already saved the Blender to Source tool settings, so... you might see the "Source Engine Export'' and "Source Engine Exportables'' under the "Scene'' tab. Then you'll want to select "SMD'', then change the export directory to the "export'' folder you made, but leave "Engine Path'' blank. (I saw the "Sub-folder'' part might or might not need to be changed to "anims'', but the folder "anims'' will be necessary later.)

So then, you'll want to click "Export'' and then hit "Scene Export [number goes here] files.''

If it was done right, it should tell you that the files were exported, but if not, it will tell you why it failed.

If you look in "Export'', the SMD files should be there.

Then to compile it, (This part threw me off when I read it) Notepad++ is needed.  The file should be recognized as .qc, but if not, then it wasn't renamed right. A file should then be made called "Model-name-here.qc'' by making a new .txt file and renaming it. 

 

Type in $modelname “yourfolder\Model-name-here.qc’’, which should be the same name.

 

Then $body will define the parts of the model, such as head, torso, and so on. The names given do not need to follow any rules (I’m guessing they don’t need a specific order, or something, but- yeah.) However, make sure the names don’t have spaces. For example: $body chest “Chest.smd’’.

 

The filename in quotes is the file in “Export’’.

 

For large models, many body parts might be too much.

If certain parts are optional (like body-groups and such), then you are able to either name the bodygroup or simply write “blank’’.

 

Next, $sequence “animation’’ “anims\ArmatureAction.smd’’ is needed, and the second quotation parts are the directory to the animation file and the fps should be written as {fps [count goes here]}.

Lastly, you will need $cdmaterials “models\your-model-name’’.

 

But in SFM, it will be “usermod/materials’’, so I guess the directory may not be necessary, as it changes per game (judging from what I read).

 

If you want, you can rename your model to anything.

 

Once that is finished, save it and open VTFEdit if you have it.

Next, go to Tools, then Create VMT File.

In Base Texture 1, type “models\Your-model-name\texture’’

And in the Shader, select “VertexlitGeneric’’.

 

If it uses more than one sheet of textures, then a different VMT is needed for each one, but keep the same texture location, and the texture files must be typed and not browsed. The VMT should be saved in the “Export’’ folder.

 

If you open it, it should open as:

 

“VertexlitGeneric’’

{

                “$basetexture’’ “models\Your-model-name/texture’’

}

 

Now, the export folder should have everything ready. Then hit “File’’, “Import’’ in VTFEdit and select Texture.png. (after converting it using “Export’’ then to the export folder [I personally recommend either .png or .bmp]. Finally, in the export folder, click “Save As’’, then save the texture in .vtf format.

 

There should be three. It is optional to remove the .png file. Now, for Crowbar, in the Compile part, the .qc file should be located.

“Output Folder’’ should be checked and “Subfolder’’ set to “compiled’’, and for the game that has the compiler, select Source Filmmaker. If everything was done right, there should be no errors. Next, click on “Use in View’’, which will open “View’’ with the recently compiled model. Finally, click “View’’ in the bottom left.

If the Model Viewer stopped working, then it is because the model needs to be moved into the SFM source files in usermod\models\yourdirectoryhere\model.mdl, .vtx, and .vvd.

Lastly, in the compiled folder, copy the textures to usermod\materials\etc…

Reopen Crowbar and change the file to the one brought into the SFM files. Finally, hit “View’’. It should show up and then open SFM.

It honestly confused me during certain parts since I've never done models before, but I hope it helped. 

[Had to edit because of spelling mistakes]

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ForkTailedDevil In reply to MetalSonic98 [2017-08-04 06:35:36 +0000 UTC]

My friend, you have saved my life... Thank you so much!!

I can't even explain how thrilled I am that you went to all that detail in your comment! When I scrolled down to see all the paragraphs you wrote, well, I don't know how a smile can get any wider! Awesome! You could have just left a link to the video, but you shared a summary that I will certainly have to use! I'm blown away...

Soon as I have an opening in my schedule, I will get started on this... For the first time, I'm actually excited to do some scripting...

I can't say how much I appreciate what you've done here. If this isn't a case of 'going above and beyond' , I don't know what is. Many thanks!!

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MetalSonic98 In reply to ForkTailedDevil [2017-08-04 23:40:51 +0000 UTC]

You're welcome :3

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MetalSonic98 In reply to ForkTailedDevil [2017-07-26 00:13:35 +0000 UTC]

It's looking excellent so far.

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shadow759 [2017-07-22 00:45:56 +0000 UTC]

Looking great so far! I can't wait to see how it will look in sfm.

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ForkTailedDevil In reply to shadow759 [2017-07-22 03:34:02 +0000 UTC]

Thank you! I can't wait either, the next step is so exciting because it's the last one!!

Time to look up a bunch of tutorials on how to create a .qc file...

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HalofanODST [2017-07-21 23:02:03 +0000 UTC]

Looks good.
But her pupils should be a bit bigger, don't you think?

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Zappuel-LightninRod [2017-07-21 22:55:37 +0000 UTC]

She's so happy. Her hair is so shiny. She's ready.

Although, her eye textures do look a little small. But you apparently say that they're scalable, so that shouldn't be an issue.

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ForkTailedDevil In reply to Zappuel-LightninRod [2017-07-22 03:38:10 +0000 UTC]

That's three comments about the eyes! lol I don't have a problem with criticism, but is it really that out of proportion? I want to make sure I'm not going crazy!

But anyway, yes, we're almost there. We're almost there...

Finally.

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Zappuel-LightninRod In reply to ForkTailedDevil [2017-07-22 04:06:12 +0000 UTC]

Well, in this specific picture it looks like she's going wide eyed. She's really surprised. Which, being fair, she might be. Who'd of thought she'd make it to SFM like this?

But other then that (And even counting that) she looks fantastic. Like she'd fit right in one of the games.

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ForkTailedDevil In reply to Zappuel-LightninRod [2017-07-22 04:11:00 +0000 UTC]

Ok, that makes sense!

I'm glad you think she'd fit in the games, that was my goal, after all! When the Alpha/Beta (I don't even know) test model drops on the workshop, I can't wait to see what happens!

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Zappuel-LightninRod In reply to ForkTailedDevil [2017-07-22 09:55:06 +0000 UTC]

Yeah. The scalable eyes will help greatly with expressions, though. Kinda wish other characters had them now.

Well, one thing that's gonna happen is I'm gonna plop her into several posters that I've had the set up for the past while and post them everywhere I can.

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ForkTailedDevil In reply to Zappuel-LightninRod [2017-07-22 16:06:24 +0000 UTC]

I can't wait!!

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Toad900 [2017-07-21 22:48:43 +0000 UTC]

Nice!

Will there be different pupil textures like one for the modern look and one for the Sonic X look?

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ForkTailedDevil In reply to Toad900 [2017-07-21 22:56:22 +0000 UTC]

Maybe. But for the 3D version, I had to make a few compromises, for the sake of having her feel like a legitimate addition to the 3D cast. The eyes are kind of an important feature on Sonic characters, and I just wanted her to match that aesthetic.

The eyes on this model are scalable, so you can make them round if you so choose!

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TreeofLife911 [2017-07-21 22:37:47 +0000 UTC]

That's great news. But why different eye change unlike Sonic X's version?

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ForkTailedDevil In reply to TreeofLife911 [2017-07-21 23:01:29 +0000 UTC]

It's a decision I decided to go with to match the other members of the cast better. That way she doesn't seem so foreign when placed next to other characters.

I also decided to go with this kind of pupil because in some weird way, she's more expressive for it. I've tried a circular pupil, and it didn't look quite right to me, even when looking at a screenshot from the show. Maybe it's just me, but these things all contributed to this design change.

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TreeofLife911 In reply to ForkTailedDevil [2017-07-21 23:03:06 +0000 UTC]

Ummm okay. Whatever you say.

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