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#171
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footman
The horses' jaws are 2D, and 2D elements usually duplicated by inverting the duplicated side... but in your case, the jaw is completely broken: some polygons, so to speak, face one way, and others face the opposite way.
I just figured this out, but I don't know how to duplicate it correctly. Or rather, I did it, but now I can't do the skinning for them.

Added 3 hours 27 minutes later
In general, I don't know how to do this correctly yet. If I copy and flip the polygons, I can't seem to do the skinning for them afterward. And I don't know how else to do it.
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#172
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Elu
I just figured this out, but I don't know how to properly duplicate it. Or rather, I did it, but now I can't create the skinning for them.

Added 3 hours 27 minutes ago
In general, I don't know how to do this correctly yet. If I copy and unfold the polygons, then I can't create skinning for them afterwards. And I don't know how else to do it.
I don't know what you're doing, but if it's in 3D Max. If the skinning is normal, you need to cut it out (paste), then edit the model, then paste the previously copied skinning, and that's it. When working with meshes that have skinning, it will result in something bad when adjusting the skeleton.
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In reply to Esto100nec1
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#173
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Esto100nec1
I don't know what you guys are doing, but if you're using 3D Max, and the skinning is normal, you need to cut it out (paste), then edit the model, then insert the previously copied skinning, and that's it. When working with meshes that have skinning, you'll get a mess when adjusting the skeleton.
If I'm not mistaken, you're using Blender... and by the way, have you seen my demonstrations of creatures from Heroes of Might and Magic VI?
Marksman
Sentinel
Sun Rider
Sun Rider upg
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#174
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footman
If I'm not mistaken, it's in Blender... and by the way, have you seen my creature demonstrations from the sixth game?
Marksman
Sentinel
Sun Rider
Sun Rider upg
They are simply amazing. However, it seems they don't put much effort into the materials. In the future, I want to work on the materials.
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#175
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Esto100nec1
They are simply great. However, it seems they don't pay much attention to the materials. In the future, I want to work with the materials.
It would be great if someone who knows how to modify animations could be found. I would like to see the crossbowman from the sixth game with his crossbow...

Um, lol, what materials are you talking about? The graphics in the game are broken. Specular (gloss) works, but causes side effects. Normal map (bump) only works for reflecting water; in other cases, it is broken. And detail texture either works for objects with seamless unwrapping or for working on top of a regular texture, but in most cases, it worked instead of the regular texture, and I got the impression that these three functions conflict with each other: if we use Specular, then normal map and detail don't show any visual effect at all.

And the saddest thing is that no one wants to fix this, neither the authors of 5.5 nor the modder with the source code of 3.0.
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#176
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I tried to add my own mesh to the game. Unfortunately, it gives an error. Can anyone suggest what might be causing this?


I followed the tutorial by Estonian: https://youtu.be/HT1pHopE6pk?list=PLpWt46OUHMvJaSrfzC7KJE6VewIpSG4aL&t=1860

At the 31-minute mark, he shows a log with green information, and he finds a "bin" folder in his directory. In my case, an error appears, and this folder is not created.
However, a "Models" folder did appear.
Nevertheless, when I click on the created object in the map editor, its red, textureless version does not appear on the scene. The model's dimensions should be correct; I used the Archangel Fortress on the Hill as a reference and adjusted the structure to match its size (although in Maya, my building was still larger compared to the model in the video).


UPD: After this, the game started crashing on startup. The map editor launches, and a new map is created, but when opening old maps, the map editor also crashes. I'm honestly shocked because attempts to revert the created folders and delete the map with the added object didn't work, and the game now crashes constantly. I tried deleting everything and redownloading the previous version from Google Drive, but it also crashes now. This is terrible -_-
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#177
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Okay, after a completely broken game, a day of trying to clean my computer of all Heroes files, re-downloading my version from Google Drive, and additional attempts to figure out what was wrong (the catch was that the Estonian didn't show everything in the video; I found a point in Zakhar's 2.3 guide that says about 2 Zip files and where they need to be installed), I finally got it working!

BUT! Smooth shading has disappeared... and that's extremely important. Those who have uploaded their models, please share how you managed to get it working? Maybe something needs to be done additionally in Maya? I've never worked with Maya before and only did the rigging there following the Estonian's tutorial.
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#178
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Waterfall_13
Okay, after a completely broken game, a day of trying to clean the computer of all Heroes files, re-downloading my version from Google Drive, and additional attempts to understand what was wrong (the catch was that the Estonian didn't show everything in the video; I found a point in Zakhar's 2.3 guide that says about 2 Zip files and where they need to be installed), I finally got it working!

BUT! Smooth shading has disappeared... and that's extremely important. Those who have uploaded their models, please share how it was for you? Maybe something needs to be done additionally in Maya? I've never worked with Maya before and only created the bone structure there following the Estonian's tutorial.
The number of polygons exported determines the smoothness.
A small number of polygons can be masked with an additional normal map texture or by playing around with the game engine's materials. Or, you can increase the number of triangles.
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In reply to Esto100nec1
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#179
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Esto100nec1
The smoothness depends on the number of polygons exported.
A small number of polygons can be masked with an additional normal map texture or by playing around with the game engine's materials. Or, you can increase the number of triangles.

The original had 34k triangles.
I retopologized it to 3.4k.
The issue isn't the number of triangles; it's that the shading is flat when it should be smooth. In the game, all models are relatively low-poly, but that doesn't make them look square. There's smoothing applied. I also have smoothing, but for some reason, it disappeared. I suspect it's Maya's fault. It seems that during the process of processing the model, the smoothing was lost. Maybe it needs to be duplicated in Maya; I don't know.
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#180
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If I understand correctly, it refers to polygons with smoothing, meaning with rounded edges. This is not possible in the game. I think it's worth trying to solve the problem with texturing. I can assume, JUST ASSUME, that the texturing was done in Blender with rounded polygons. During export, the rounding disappeared, and the texture was slightly stretched in some places, here and there, which is why the difference is visible. This is just my assumption. It would be better to do the texturing on the model on the left, or not use smoothing.
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#181
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Hey everyone, I've run into a small problem while working with a model from Heroes 7. Following the instructions, I reached the stage with the map editor. In the example with the knight model, the model appears black. In my case, with a model from Heroes 7, it doesn't export at all, although the log seems to indicate that everything is fine. I've attached screenshots; please help me.



I'm leaving my FBX files here; please take a look and see what's wrong. I can't find the errors, and I've been working on this for two days. I don't have much experience yet.
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#182
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Esto100nec1
If I understand correctly, it refers to polygons with smoothing, that is, with rounded edges. This is not possible in the game. I think it is worth trying to solve the problem with texturing.
I can only assume that the texturing was done in Blender with rounded polygons. When exporting, the rounding disappeared, and the texture was slightly stretched in places, here and there, and that's why the difference is visible. These are just my assumptions.
It would be better to do the texturing on the model on the left, or not use smoothing.

I did the texturing in Substance Painter


And in Blender, I baked textures from the high-poly to the low-poly model


The trick is that this smooth shading setting is quite adequately transferred from Blender to Substance, Unity, and Unreal Engine 4. The problem here is clearly that the "shade smooth" setting was lost. The texture was applied correctly, but the shape is angular because the correct shading is missing.
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#183
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I agree with what was written above. I once had problems with the alpha channel; it was some kind of mystery. Footman and Psatha helped, but it still didn't work out. Conclusion: I don't export through Arkhangel.
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In reply to Waterfall_13
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#184
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Waterfall_13
The trick is that this setting, smooth shading, can be adequately transferred from Blender to Substance Painter, Unity, and Unreal Engine 4.
Regarding smoothing, for its import via FBX into Maya, you should have this checkbox enabled (in Maya 2009 it's called slightly differently).

And could you provide your model with all 34k polygons? I’ll try exporting it into the game.
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#185
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footman
Regarding smoothing, for importing it via FBX into Maya, you should have this checkbox enabled (in Maya 2009, it's called something slightly different).

And can you provide your model with all 34k polygons? I’ll try to export it into the game.

I tried, but unfortunately, it didn't work.


I can send it. But what do you prefer? A blend file that includes both high-poly and low-poly versions with textures (and they are 4K), or just an FBX of the high-poly version? Or maybe just the low-poly version; there is a texture for it (1024x1024).
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