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lervish

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  1. Hey! I think the latest big Windows update just screwed this up for some reason. After using it for a long time successfully, I'm now getting Error 127 when trying to export to XSI. Some sites recommended to reinstall the plugin that does that so I went and deleted it and redownloaded, same thing. Now it started to give Error 127 upon boot of Max. Also tried resetting my user profile settings but it didn't help either. EDIT: Fixed! Autodesk support website already had a list of things to try out if there are problems with their software after the Windows 10 update. Reinstalling all C++ redistributables did it for me. https://knowledge.autodesk.com/search-result/caas/sfdcarticles/sfdcarticles/Autodesk-software-does-not-launch-after-installing-the-Windows-10-Creators-Update-Defender.html
  2. Well done with the gun so far! What strikes me at first glance is the contrast - it's very much just black and white. Perhaps not all wear and tear need to be that visibly fully scratched? Some of it could be more faint, like barely noticeable rust or dust or color variation. Also I think the forms need to be exaggerated more to the diffuse texture with shadows, occlusion and highlights, it's all a bit flat at the moment (too albedoy).
  3. lervish

    Jyn Erso

    Thanks for the feedback guys! I'll look into the head size if I end up updating the model with new outfits or such. The head is modelled to match the JA skeleton's proportions for the face so that it could also have animations. The skeleton has always had its problems proportions wise. The gun will be released eventually in MB2 as a model specific weapon override, but I suppose it could also work as a visual replacement for the basejka pistol.
  4. Version 1.0

    2,295 downloads

    JYN ERSO PLAYER MODEL by Lervish Contact: JKHub or MB2 forums A new playable character model of Jyn Erso from Rogue One for Jedi Academy. Originally made for the mod Movie Battles 2, but this is a stand-alone basejka release. Programs used: 3ds Max Mudbox Photoshop Quixel Suite INSTALLATION: Place the .pk3 file to your GameData/base/ folder. Currently no single player support. If somebody is willing to do that, please send me the files and I'll update the download. Sounds included. /npc spawn jynerso spawns a dumbass Jyn. Thanks to GoodOlBen, Spaghetti & the rest of MB2 folk for feedback and support<3. Do NOT modify or use in your own modifications without permission.
  5. Hey! Sure it is, you just have to start your own local game with cheats on. This is done by /devmap <mapname> in console while in main menu, for example /devmap mb2_dotf. Then you will most likely get a whining message about your gametype being wrong. This happens if your gametype is not set to Siege, since that's what MB2 is built on. In that case, just type /g_gametype 7 in main menu first and then /devmap <mapname> and you're good to go!
  6. Aye, the earlier screenie wasn't doing the model justice so I took it off. Joshuawec, there is no NPC or single-player support currently.
  7. Version v0.9

    1,413 downloads

    Old Han from The Force Awakens (EP7) v0.9 - Player Model for Jedi Academy by Lervish Do NOT modify or redistribute without permission by the author. Contact: https://community.moviebattles.org/members/lervish.123/ ---------------------- Installation: Put oldhan.pk3 to your GameData/base/ folder. ---------------------- Programs used: 3ds max, Mudbox, Photoshop, Quixel Suite ---------------------- Stuff: Thanks to everyone who gave feedback, especially GoodOl'Ben and the rest of the MB2 team! To-do for v1.0: fix a couple of weighting-related issues, add LODs, add more sounds. ---------------------- Copyright disclaimer: THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  8. Good tutorials that I've discovered lately: Game Character Creation Series - Kila http://cgi.tutsplus.com/series/game-character-creation-series-kila--cg-31010 Create A Game Ready Fire Extinguisher http://cgi.tutsplus.com/series/create-a-game-ready-fire-extinguisher--cms-596 Figured I'd also share some JA specific things which, in the end, were the ones that got me into 3D modelling. I'm not quite familiar with the more up-to-date workflows of modding JA, I hear Blender has some better plugins than the old ones for Max, so the stuff I'm linking might be a bit oldskool. While I agree with others that first learning how to do 3D models and UVs and textures in general is important, paradoxically for myself it was pretty much instantly about getting my models ingame. Interactive graphics have always inspired me way more than just fancy renders. Although I first learned 3ds max through some tutorials aiming for photorealistic renders, I quickly learned how to adapt those modelling skills I had learned previously for games (read: Jedi Academy) through the following tutorials: http://jkhub.org/tutorials/article/189-duncans-vehicle-tutorial/ Personally I started with modelling vehicles and bringing them to JA. Thankfully the original tutorial by Duncan_10158 was preserved here on JKHub by AshuraDX. http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Then I got curious about character modelling. This tutorial shows a basic character modelling workflow which is still quite important (and which I still prefer lol) despite all the modern sh*t like sculpting. Should know the ways of good topology and edge flow before trying anything too fancy. http://psyko3d.50webs.com/tutorials/spacemonkey/jk2.htm and http://psyko3d.50webs.com/tutorials/jk2_guide.htm from our very own Psyk0's website - these tutorials taught me how to actually get the characters ingame, which is what REALLY got me into modding JA in the end. Also learned a lot about 3ds max. Basically I learned most of my initial 3ds max knowledge from these tutorials (and via trial and error). Nevertheless the whole satisfaction of doing 3D art for me came from getting my stuff ingame and actually seeing it in action, not just as a render.
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