Archangel35757 Posted March 31, 2015 Author Posted March 31, 2015 @@eezstreet ...I can go sleeveless on the prison outfit as shown on Gamora-- I was just thinking the sleeve bit would help hide shoulder deformations. Regarding Dark Forces 2... the DF2 clothing would just be another skin in the model file for folks to use as needed-- with a goggles-up & goggles-on version. I'm taking it that the last DF2 pic I showed (where she's standing next to Kyle) to be the "mechanics overalls" outfit-- simply with strapped-on accessories. I'm thinking she should should also have a proper two-piece flight suit. Refresh my memory on the Coruscant scene? Do you want to have an elegant dress outfit with fancy hair-do?
eezstreet Posted March 31, 2015 Posted March 31, 2015 The Coruscant scene occurs between Kejim and Artus. It's a briefing of Artus, given by Mon Mothma, basically. Probably just regular civilian clothes.
Archangel35757 Posted March 31, 2015 Author Posted March 31, 2015 The Coruscant scene occurs between Kejim and Artus. It's a briefing of Artus, given by Mon Mothma, basically. Probably just regular civilian clothes. Are there cutscene videos of all of these "Jan Ors" appearances that I could watch? If so could you send me links?
Archangel35757 Posted March 31, 2015 Author Posted March 31, 2015 Here's an update on the teeth (kind of spooky looking at the moment ): Front view of upper teeth (WIP 10b): ...I still need to adjust many of the teeth, as well as the gums/gumline-- but it's getting closer to being finished; then onto the lowers. Bek likes this
Bek Posted March 31, 2015 Posted March 31, 2015 "Maybe have some Star-Wars-language (what are those symbols called again? brainfart)"Aurebesh
minilogoguy18 Posted March 31, 2015 Posted March 31, 2015 @@Bek, that's the tiniest picture ever, can't even read it. Bek likes this
Circa Posted March 31, 2015 Posted March 31, 2015 Same image ^ You can download the font here: http://www.dafont.com/aurebesh.font
Bek Posted March 31, 2015 Posted March 31, 2015 @@Bek, that's the tiniest picture ever, can't even read it.It was as huge as the one above. Someone resized while I signed out, I guess. Weird.Thanks @@Circa
Archangel35757 Posted April 1, 2015 Author Posted April 1, 2015 Good enough for a Close-Up commercial? Here's a wireframe showing the details: Critiques are welcomed... I'm moving on to the bottom teeth for now. Circa likes this
Archangel35757 Posted April 10, 2015 Author Posted April 10, 2015 Update: So I tweaked the upper front teeth a bit... and I have all the lower teeth done/roughed-in (some may need a tweak here and there). Next, I need to make the lower gum, tongue, and inner mouth cavity and tie that in with the lips...
Archangel35757 Posted April 14, 2015 Author Posted April 14, 2015 Update: Here's a screenshot of the current work-in-progress (wip #23)... The lighting on the teeth isn't the greatest, and the bottom teeth and lower gum still need some work... but they're starting to look respectable.
Cerez Posted April 14, 2015 Posted April 14, 2015 Did you wash them with Colgate? (They're looking very fine. About as fine as they can be. ) Onysfx and Tempust85 like this
Archangel35757 Posted May 23, 2015 Author Posted May 23, 2015 Well, sorry for not having any updates to post... but since coming back from vacation I've been coding a "Multi-Pivot Constraint" controller for Max8+ (will compile up to 2016 as well)... because my JK skeleton rig needs an animatable pivot. But I'm going back to working on Jan Ors this next week. As soon as I get the head & neck finished I plan to start the facial rig & lip-sync tools development. I'll try to work on the body as time allows. Thanks for your patience.
Archangel35757 Posted May 28, 2015 Author Posted May 28, 2015 Update: As I began to work on the inner mouth cavity, I realized that I had modeled the upper & lower teeth alignment incorrectly-- the upper teeth should extend further back overlapping the lower teeth... so I had to re-work the lower teeth insetting them with respect to the upper teeth and do a little tweaking. I think the teeth are good now... so I'm moving on to the tongue and inner mouth cavity. Teeth WIP 24f pics: So now I'm working on the tongue and mouth cavity... I will start modeling the hairstyles this weekend. I apologize for the lack of progress. Bek likes this
Circa Posted May 29, 2015 Posted May 29, 2015 Is it just me, or does this seem like overkill? No offense, just wondering if it's worth going into that much minute detail on a JKA model.
Kessno Posted May 29, 2015 Posted May 29, 2015 I was sort of thinking the same thing. The teeth aren't going to be THAT noticeable once you get the model in the game, especially with this old of a game engine. I don't even think most of the newer game engines have teeth that are this accurate.
AshuraDX Posted May 29, 2015 Posted May 29, 2015 you guys do realise that these Teeth won't be featured in JKA, right ?he is currently working at a high resolution mesh used to project the high res details onto the low poly model - which is what I do for my models aswell Archangel35757 likes this
Archangel35757 Posted May 29, 2015 Author Posted May 29, 2015 I was sort of thinking the same thing. The teeth aren't going to be THAT noticeable once you get the model in the game, especially with this old of a game engine. I don't even think most of the newer game engines have teeth that are this accurate. You guys are missing one of the main goals of JKEnhanced as @@eezstreet laid out in his vision for revamping the game's graphics... Also the teeth & mouth will be very noticeable in close-up cutscenes-- especially when the character is talking because your eyes are drawn to her mouth movements and facial expressions. During actual gameplay it depends on if any scripted interactions call for close-up interaction. There will certainly be LODs... and these higher details will be baked into normal maps as @@AshuraDX has stated.
Archangel35757 Posted June 6, 2015 Author Posted June 6, 2015 @@eezstreet, @@DT85 -- I have the tongue modeled and was working on skinning it to tongue bones-- just as a quick check to verify I have it modelled correctly for deformations. Does anyone see any reason to have the tongue stick out ( other than just enough to lick lips and stick tongue out short extension to make a funny face)? I mean, I see no reason to try to make tongue stick out really far...
eezstreet Posted June 6, 2015 Posted June 6, 2015 I don't know. Try viewing lots of footage of people talking and see if the tongue us visible and/or animated. I can picture only one other usecase outside the one you mentioned: having the mouth open slackjaw in an expression of surprise, confusion, disgust or pleasure might expose the tongue.
Archangel35757 Posted June 6, 2015 Author Posted June 6, 2015 Yeah the tongue is visible in many visemes... and in your examples-- but I'm not going to do anything extreme. I'll post a demo video after I sort it out.
Tempust85 Posted June 6, 2015 Posted June 6, 2015 If you're going to add tongue bones, I'd add no more than 2. First bone for the main part of the tongue, and the second bone for the tip to curl it.
Archangel35757 Posted June 10, 2015 Author Posted June 10, 2015 (edited) If you're going to add tongue bones, I'd add no more than 2. First bone for the main part of the tongue, and the second bone for the tip to curl it. Two bones will not be sufficient to curl a tongue... I'm not sure what the minimum should be. James 3:8 says:"But no man can tame the tongue. It is an unruly evil, full of deadly poison." This is what I had been playing around with: My approach so far has been to create a NURBS point curve and add the Spline IK Control Modifier on it. I used two Spline IK solvers (1st chain: bone_tongue_root to bone_tongue_02_eff; 2nd chain: bone_tongue_root thru bone_tongue_eff). Note that bone_tongue_root will not be used for skinning-- it's just there to help anchor the motion. I've played around with various linking of the IK Chains and point knots (IK_Chain01 is at the tip of the tongue and IK_Chain02 is at the rear of the tongue). Here is the schematic view showing the hierarchy: EDIT : The bone joint location between bone_tongue_01 and bone_tongue_02 could be a bit lower but I think it probably shouldn't matter... so there would only be 5 skin bones: bone_tongue_02 thru bone_tongue_06 (6 total counting the existing jaw bone). Edited June 10, 2015 by Archangel35757
Tempust85 Posted June 10, 2015 Posted June 10, 2015 2 bones are more than enough for JKA, if the mesh is properly weighed. The amount you have in your pic is seriously overkill when you're only going to see maybe half of the tongue in almost any case. There is also a bone maximum, & afaik less bones = more performance ( @@Xycaleth ? ) so bone wastage is not an option.
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