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XNALARA Model Release! Mercy Pistol (Darksiders) by Merytaten-tasherit

It's always nice to see a usual model from a video game and I'm glad you did. While I do like this game quite a lot, I do like to see t...



NoMoreNotepad by XNAaraL
WIP of a new XPS 11.2 feature ... available  on October 13 (confirmed by our publisher) ... the 

The Witcher 3: Hearts of Stone Expansion Release Date

Beta test version ==>…
47 deviations
TW3 Filippa -- loaded into XPS with the XPS plugin by XNAaraL
TW3 Filippa -- loaded into XPS with the XPS plugin
Finally, I managed to convert the entire rig (armature) from the game data ... and import the "The Witcher 3 Wild Hunt" character  directly in XPS... using
the XPS plugin XpsImportExportScript.cs (Version 0.8)
... and of course QuickBMS by Luigi Auriemma

And the best:
XPS 11.2 (Beta Version)… can extract and merge all parts

The Witcher 3- alternate-Yennefer-outfit by XNAaraL
The Witcher 3- alternate-Yennefer-outfit
Testing my new XPS import script ... for TW3 models.

+ You can load the w2mesh files of the game.
+ Skinning and Bone Weights are supported yet
+ Permission document given by CD Projekt RED
- Texture images cannot extracted (at this time)

TW3 XpsImportExportScript.cs based on the TW2 Blender importer by Glogow Poland Mariusz Szkaradek

Noesis script version 1.3 and ... the (unfinished but working) XPS script 0.5
 So Long, and Thanks for All the Fish and support and comments.

I do not try to explain it. If you want, read more there… ... like 1300 others before you.

Goodbye until February 2016 ... I do not know whether February 14th 2016 (Lara Croft's 48th birthday) or February 20th (XNALara's 7th birthday)


I Support Community Projects by GoodiesForYou

"Parlez-vous français?" -- "Les Gammas n'existent pas"

Dear visitor,
if you are looking for art in my gallery, I must disappoint you.
I am here to spread free 3D character for XNALara. That you and others can so create works of art.

XNALara is an easy-to-use program to create Images of poseable Character, rendered in real-time.
XNALara is Ideal for beginners in digital 3D art.
XNALara a unique, very 'cool' artistic posing application made ​​by Dušan Pavlíček… , has captured the hearts of artists with its fun, intuitive and user-friendly interface.
And the best is: XNALara is available free of charge for anyone to download and use without limitation. There is no official support but, a active and friendly community should be able to help you with any problems.
XNALara, designed to use Tomb Raider Underground figures, had already been reached 2 months after the publication (at 20-02-09) more than 1000 pages with pictures made by members and more than a million page views.

I therefore looked for a way to open the software for customer-specific models. I found a solution and implemented it in XNA Lara. Using my Generic Item interface, there are now over 1000 different poseable models for XNALara free available. A few you can find in my Gallery.

With Eidos, the owner of the Tomb Raider characters, we have an Gentlemen's agreement. Please consider whether Eidos would publish something of this kind also -- before you publish your own picture or another model!

A photographer would never publish a image without the knowledge or permission of the model. No photographer will ever publish a picture against the will of his model. The same applies to 3D models. With the purchase of a computer game, we just received the permission to play game. We are not the owner of the models.

The artistic freedom ends where the rights of others are violated. Those who disregard this simple rule should be aware of the consequences.

Used the works of others only in the manner which the owner allows. Then you will have many fun with XNALara.

Some guids you can find in my Favourites/XNALara-Tutorials… Do not worry, the tutorials are in good English, made ​​by xXxImNotOkayxXx :blowkiss:

"Les Gammas existent! " -- "Les gammas ont des cheveux longues."

AdCast - Ads from the Community


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Dabnis-Sinbad Featured By Owner 6 days ago  Student Digital Artist

Sorry to bother you, but I have a small problem.  I have been working on a mesh, a shirt for a model.  I have ported it in and combined the bones of two different armatures into one.  Everything looks fine, except when I export it into XPS.  Then it splits
into two or more meshes.  Rather annoying.

I am using Blender 2.73 for my mesh work, and XPS 11.2.  Everything works fine, and I have no problems exporting and importing
other meshes.  I have checked my .mesh.ascii file after export (Notepad), and the shirt mesh is listed as one mesh.  It is only opening
it in XPS that the mesh splits apart.  I have tried exporting it as a .mesh and .mesh.ascii from XPS, but it exports as one mesh again.
I even tried exporting the separate meshes from XPS and then combining them in Blender, but when I exported the resulting file, it again split into several meshes.  I'm stumped!

If you have a chance, would you take a look at the file and see what I am doing wrong?  It's probably simple, and I think it has to do with the bones (armature).  I managed after deleting a number of bones to get the pieces down to 2.…

Thank you for reading.
XNAaraL Featured By Owner Edited 5 days ago
You should be happy that XPS can load this model, and split it into 2 parts. Your model have 218 bones per mesh part.

With XNA 3.0, each mesh part can only influenced by maximum 52 Bones of the total skeleton. There is a max of 256 constant register in DirectX 9 that the Microsoft XNA 3.0 framework can set with shader model version 3.0.
So you can have 256 / 4 = 64 = number of 4x4 matrices. Therefore the theoretical maximum of bones per mesh is 64. The shader need, to render the model, more data (like light source) , and not only the bones data. As result, the maximum bones per mesh part is 52.

In the past, I have developed a "Bone unlimited" XPS version with more than 64 bones per mesh… using "Skinned Instancing"…
This technique store the bone data coded into a pseudo texture. This means, I have encode all bones data of all models into a texture and lookup the bone matrices from that texture in the vertex shader. This increment the number of bones per mesh part, from 52 to 32000 bones.

Unfortunately, many rude XNALara user, have insulted me, because such a model cannot be loaded int the old XNALara 9.7.8… which have the maximum number of bones per any mesh part only  increased from 52 to 59 (actual hardware limit). Therefore, XPS now split the mesh into several bones, if the limit is exceeded.

Why you combined the bones of two different armatures into one, using Blender?
XPS 11.2 has a function "Modify-->Export scene as .mesh" ... and this merge different models (armature and mesh) into one. ;)
Dabnis-Sinbad Featured By Owner 5 days ago  Student Digital Artist
Okay, 52 bones per mesh is what we're shooting for.  Thank you.
XNAaraL Featured By Owner 5 days ago
I can change it (no split) with the next version. But it is a lot of effort.
(1 Reply)
Zantetsukens-Cut Featured By Owner Edited Sep 28, 2015  Hobbyist Digital Artist
so im wondering about xnalaras future.. dose it have one. im currently struggling to keep my models within the limits of xps, mainly its preset memory capacity. ive been attempting true high definition model rebuilds that use 4096x4096 texture maps for just about every mesh surface.  the last I heard there was a lot of cool things on the way. but when Microsoft discontinued the xna framework everything went dark.
theres nothing like xps what has been built is more than a program
but a massive community of people that range from skilled modelers to those that don't know the difference between an armature and a vertices. and I believe xps now has the largest collective model database there is, because unlike other 3d modeling programs where only pictures are shared with xps its the models that get shared.
without xnalara I wouldn't find modeling fun because I couldn't share my work and have it reach as many people as it dose now. plus without xnalara I wouldn't have the amazing modeling skill's I have today. xps is like the gateway drug of 3d modeling.
so I hope xnalara can rise from the ashes of the xna framework like a Pheonix. I think it has a lot more to offer than most people realize
XNAaraL Featured By Owner Edited Sep 28, 2015
Yeah 4096 rarely makes sense in a shipping product as most people are going to play your game at 1080P. Unless you're doing something really silly like uv mapping an entire building uniquely there just isn't much benefit, and the texture would be mipped down in 99% for real world situations at normal viewing distance in a game.

Maybe for source textures or something but I've never been a proponent of authoring source at a higher res than the end target, just takes more time, computer resources/space to manage.

This next generation will be less about single massive texture sizes, and more about multiple smaller textures blended together in the shader.

I suspect very few things will just be explicitly a 4096^2 texture as there are ways to do it now via material blending which can be similar in cost but 'infinite' resolution.

With that said, if it is for your portfolio I suggest making the texture at 4096 and then downsize in engine to see if there is any difference between 4096 and 2048. For most things, your monitors resolution will be restricting the pixel count so that many resolutions above 2048 are moot.

Depends on the scene, with culling active, you could say you have a budget of 1500 video ram for high end cards with 2048 MB, so if a 4k takes 25 MB you know how often you can use it. Theres graphic settings / mip mapping to turn them lower on people having a older GPU. I would avoid uncompressed 4k however, theyre like 60+ mb and that is a lot to load at once, but it depends on the engine how they are loaded. Always check if you see a difference between the current and the lower resolution. The resolution is not really what counts, its the size in MB that results and that is loaded in your scene. If you use too much, the API is mip mapping automatically, but that has downsides ... and this in real time! The rsult, if you use 4K textures, is a LOW QUALITIY render ;) 
99% of the time you wont see the full 4k map because it gets mipped down automatically. so unless you require stupidly close up shots of things, authoring at 4k doesnt give you any benefit.

4096x4096 texture is like 6 or 9 times your screen resolution it is overkill. 

Most time, the resulution are at 1024x1024 or lower since honestly that still looks good the way I use them.

2048x2048 are the kind of uncommon ones. More so for special unique items.

4096x4096 is really ridicules. very rare cases. <----- and honestly I am that annoying guy in a company that will tell you to reduce it...

Ok, some more math and science. So, this is what 4K actually looks like when mapped to a character's head that fills the frame, at 1080P. I've turned off mipping, filtering and anisotropic filtering so you can really see whats going on (with those on, the differences are further blurred, figuratively and literally).
4K is way, way too much texel density, and you see serious moire because of it, this is definitely getting mipped down
2K is about right, still a little higher res than our screen res so even this might get mipped down(depends on how your mips are calculated or if you force a negative mip bias)
1K is a bit less than ideal, but even then this will probably look good
Now, if we zoom in so that the eye area is basically filling the frame, you see the benefits of a 4K map vs a 2K map, though the difference between 4K and 2K would still probably be difficult to tell in a real situation. 1K is clearly too low here.

Even still, this is operating under the assumption that your source content has enough actual pixel level detail to make a big difference, this would require very, very high resolution base highpoly mesh to bake from, or some very detailed texture work. Simply upping your baked output maps from 2K to 4K isn't going to help if you don't have the detail to support it.

If you're getting this close, it probably makes more sense to use a set of tiling, masked skin detail textures, which would get you similar detail but with much less texture memory usage.

Here is a breakdown of how much vertical resolution you get for the general face region at 4K, 2K and 1K

Again, even 2K is plenty for filling the frame with a head at 1080P.

When 4K TVs are a common thing and consoles can actually output 4K at 60/30fps, this will all be moot, but for today with 1080P displays, 4x4K texture maps are total overkill even with cinematic characters, unless you're really getting up close, eg, framing just the eyes (which may be a common occurrence for main characters in certain games). Another exception would be if you're doing a main character that needs a super high res texture for marketing/printing purposes where resolution demands are much higher than 1080P.

At medium distances away, a characters head may be only 100-200 pixels tall or so, which means a 256, or 512 is what you'll see.

If anyone has source content that holds up at 4K with unique pixel detail(unfortunately I don't), I will be happy to do the same test again to show more of a real world case.

This also doesn't account for post effects like motion blur, grain, chromatic aberration, Depth of Field, etc which tend to hurt acutance more than help it.


You are really using a 4k texture for this model ????……

??? Hard to believe! 109 MB compressed data.
Quote  Zantetsukens-Cut
Keiko is an extremely high-definition model utilizing high detailed 4096x4096 texture maps, a high poly geometry with a 130,550 vertices count and custom made ultra detailed normal maps  that give her a very realistic skin surface.

Really ridicules.

Test it out!
Zantetsukens-Cut Featured By Owner 2 days ago  Hobbyist Digital Artist
it may seem ridicules now, but the future is always right around the corner.
8K UHDTV (4320p) is 7680x4320 pixels (33.18 megapixels)

doesn't it seem a bit weird to advocate against higher quality modeling?
daz3d is already dropping hints of 8k image maps.
I hope some day a model's vertices count has to be measured with weird terms like v.p.i (vertices per square inch) and texture images are at a near microscopic detail. and I hope xnalara is there. 2gb of memory is constraining for hd modeling.
but with the xna framework at an end, the memory limit might not be the only change needed. it seems the inevitable solution would be a complete program rebuild on a different graphics platform.      
Captain-De-Lorenzo Featured By Owner Sep 17, 2015  Hobbyist Traditional Artist
Thank you so much for the watch! It means a lot! ;)
bodyworkx Featured By Owner Sep 16, 2015  Professional Photographer
Thanks for watching!
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