Kualan Posted November 23, 2014 Posted November 23, 2014 Nice job, man. With the exception of Oppo Rancisis, there is (I believe) only one other member of the Jedi Council who has yet to be represented as a model or skin in JKA. So I give you, my attempt at Depa Billaba , based on some concept art for her planned-but-never-realised appearance in the Clone Wars series: Jeff and DarthStiv like this
Stoiss Posted November 23, 2014 Posted November 23, 2014 Kaulan are you ever going to release any of that stuff you make with this models here ?becours a lot of it looks really nice z3filus likes this
Langerd Posted November 23, 2014 Posted November 23, 2014 This rosh above can be used for Rosh_dark npc . This is amazing stuff here Wish a video tutorial because my english sucks a bit
mrwonko Posted November 23, 2014 Posted November 23, 2014 I suggest you go learn Blender before you try to use it. Same goes for reading the manual to my plugins. Omicron likes this
Langerd Posted November 23, 2014 Posted November 23, 2014 About blender i made a lot with it but nothing with the player models D: This is a dark magic for me (i only imported a bespincop model and change it a bit because his eyes are strange like the rest of the player models in jk)
Atranoth Posted November 23, 2014 Posted November 23, 2014 I finally finished my Mandolorian Commando Skin will be releasing update once I get permission to use Jango's head Kualan and Langerd like this
Jolly Posted November 24, 2014 Author Posted November 24, 2014 Alright so I got my shit down, whipped up this model. If everything goes well, it well be released. https://jkhub.org/images/1Zn2Rxt.png https://jkhub.org/images/O9SJV1m.png Yea I know there are those small triangles on his face, those do not show up in-game just in blender for some odd reason. https://jkhub.org/images/oR8HMRF.png And the main attraction. I know it looks quite the same, but the textures have been darkened and his face has been changed to look like the hood is covering some light that is reflecting on his face. It's been requested by a few people to @ and some other people I have talked to. DarthStiv and z3filus like this
minilogoguy18 Posted November 24, 2014 Posted November 24, 2014 I finally finished my Mandolorian Commando Skin will be releasing update once I get permission to use Jango's head Rosh actually should have looked like this when you fought him on Vjun, seems more fitting that he'd be wearing a outfit similar to the reborn.
Atranoth Posted November 24, 2014 Posted November 24, 2014 I put my Mando Commando Up for download if you wanna download him. http://jkhub.org/files/file/2028-mandolorian-clone-commando-aka-dread/
Mandalorian Posted November 24, 2014 Posted November 24, 2014 Glad to see all the blender progress.Some cool stuff here!This is a character I have been working on for awhile.It is a gran Merc. Arma3Adict, Teancum, Omicron and 7 others like this
Atranoth Posted November 24, 2014 Posted November 24, 2014 @@Mandalorian I need help making a .skin file think you can help me?
Atranoth Posted November 24, 2014 Posted November 24, 2014 @@Mandalorian Okay so I am working on a request for someone. Using Toshi's Robes hood down, malaks head, and spanki's robes reskinned red. But I cant get the robes or malaks head to show up in modview. I am assuming it has something to do with the .skin
Circa Posted November 24, 2014 Posted November 24, 2014 Odd. I did it through twice without touching the model itself at all and still get the issue. I'll try again. For the other issue, here's the project file if you want to take a look: https://www.dropbox.com/s/cehxwuw1oflduv4/KylePilot.blend?dl=0@@mrwonko get a chance to check this out? I'm curious how to remedy this error.
Atranoth Posted November 24, 2014 Posted November 24, 2014 Made these earlier. I may make this to download if I get @, @@JKHub, and @@DT85 Permission In the pictures it shows up with patch black crap but ingame it doesn't It is modview that makes it look like that sorry. Tempust85, Ruxith, Mandalorian and 2 others like this
Kualan Posted November 24, 2014 Posted November 24, 2014 Very nice, @ . The black patch stuff can be cleared up in Modview by unticking 'showing all polys as double sided' under View, by the way.
Omicron Posted November 24, 2014 Posted November 24, 2014 Nice work guys! Curious what that cybernetic arm on Opress is from, I don't recognise it. Looks good
Jolly Posted November 24, 2014 Author Posted November 24, 2014 @@Mandalorian Some of the best work I have ever seen, keep up the great work!
Atranoth Posted November 24, 2014 Posted November 24, 2014 Guys he accepted it http://jkhub.org/files/file/2127-savage-opress-robotic-arm-hoods/ I am done with my life now
Artemis Posted November 24, 2014 Posted November 24, 2014 @@mrwonko get a chance to check this out? I'm curious how to remedy this error.Actuallyyy, I went ahead and looked at it. ._. First off, go ahead and delete the remains of Kyle. I swear it's worked without having to do that before, but not now. That should get rid of the "90 surfaces but only 83 connected..." error. You need to rename headb_face_0 and headb_eyes_mouth _0 in Ghoul 2 Properties, at the bottom of the Object tab. If you ever rename a mesh, do it there too. Headb_face_0 also wasn't renamed in the Object Data tab. And headb_0 should probably be parented to torso_0. Scrolling back a few pages, it looks like the model's Kyle head was already working, though. O.o Old .blend?
Circa Posted November 24, 2014 Posted November 24, 2014 Actuallyyy, I went ahead and looked at it. ._. First off, go ahead and delete the remains of Kyle. I swear it's worked without having to do that before, but not now. That should get rid of the "90 surfaces but only 83 connected..." error. You need to rename headb_face_0 and headb_eyes_mouth _0 in Ghoul 2 Properties, at the bottom of the Object tab. If you ever rename a mesh, do it there too. Headb_face_0 also wasn't renamed in the Object Data tab. And headb_0 should probably be parented to torso_0. Scrolling back a few pages, it looks like the model's Kyle head was already working, though. O.o Old .blend?Nope, that's the same .blend. The Kyle head is there. Like I said, everything works fine. I got the result I wanted, with only the head added. And I've tested renaming the Ghoul2 properties to match the parts, which really shouldn't matter, as long as they aren't the same as other existing parts. And what do you mean delete the remains of Kyle? I only had the head there. Unless you mean in the other layer? Because I never had to before...
JAWSFreelao Posted December 6, 2014 Posted December 6, 2014 One question: Does anyone know how to use this method with Neomarz' clone trooper armor? I mean I open it up in Blender and every time I have several layers of helmets (Mandalorian and every single clone variant) and armor every time. Do I just overwrite all of the current existing helmets? Or should I just delete every single head except for the actual head/face?PS: Does anyone know whether or not the vertices in the new head have to be a certain amount? Or do the amount of vertices matter at all?
Kualan Posted December 6, 2014 Posted December 6, 2014 One question: Does anyone know how to use this method with Neomarz' clone trooper armor? I mean I open it up in Blender and every time I have several layers of helmets (Mandalorian and every single clone variant) and armor every time. Do I just overwrite all of the current existing helmets? Or should I just delete every single head except for the actual head/face?PS: Does anyone know whether or not the vertices in the new head have to be a certain amount? Or do the amount of vertices matter at all? You can keep the current heads or delete them, either way will work - just be sure the new head(s) match up with their Object Name and Object Data details. It takes slightly longer to work around, but keeping the current heads gives you more customisation options with the final model as you can switch between which head surface is used by a model in the .skin file.
JAWSFreelao Posted December 6, 2014 Posted December 6, 2014 Okay. So in the .skin file, what would I have to do to get the helmet I put on to show up?And Blender-wise, would I have to redo the UV mapping order for the textures to be correct?
Omicron Posted December 6, 2014 Posted December 6, 2014 In the .skin file, write the name of the helmet's surface, followed by a comma and then the texture directory, eg: head_eyes,models/players/armitage/mouth_eyes.tga Do you mean redo the UV mapping of the texture on the frankensteined mesh? If that's what you mean, then no
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