DrXann Posted January 13, 2015 Posted January 13, 2015 I see rodian hands on the Oppo model.By the way I like that Plo Koon model a lot.
AshuraDX Posted January 13, 2015 Posted January 13, 2015 Doesn't Oppo have a tail to move around?yes and 4 arms, these are the reasons why nobody tackled him before
Kualan Posted January 13, 2015 Author Posted January 13, 2015 Doesn't Oppo have a tail to move around? Yeah like I mentioned in the post the legs are placeholders. I completely forgot he had four arms though, d'oh!!
Kualan Posted January 13, 2015 Author Posted January 13, 2015 Also, is anyone able to enlighten me on a method to import jk2 models into Blender and combine them with jk3 ones?
Veosar Posted January 13, 2015 Posted January 13, 2015 You must save your jk2 model as .blend and use append option (append->objects) on the scene you want it on. This will bring borrowed meshes to your model. It's not possible to import them both using one humanoid, tho.
Kualan Posted January 13, 2015 Author Posted January 13, 2015 You must save your jk2 model as .blend and use append option (append->objects) on the scene you want it on. This will bring borrowed meshes to your model. It's not possible to import them both using one humanoid, tho. Thanks for the tip, I tried this out but couldn't get the Jk2 meshes to appear in Blender still. Damn, I'll try again later maybe I missed something. Here's a Photoshopped concept of what I hope to be the final result (minus retexturing of the tail): Delmi, yeyo JK and Darth Reborn like this
Bek Posted January 13, 2015 Posted January 13, 2015 @@Kualan how did you learn to import models into blender? I'm trying to do it, but no avail.
Veosar Posted January 13, 2015 Posted January 13, 2015 Thanks for the tip, I tried this out but couldn't get the Jk2 meshes to appear in Blender still. Damn, I'll try again later maybe I missed something. Here's a Photoshopped concept of what I hope to be the final result (minus retexturing of the tail): Maybe I wasn't clear enough. The process is a bit more complicated. So, if you want to be able to import JK2 models into Blender, you need to have them put like this: BaseModelsPlayers_humanoid and YourModel foldersBut in case of JK2 model, the _humanoid must be taken from JK2. What does it mean? In your case, you would have to save your current .blend scene, then go to your players folder, change _humanoid to the JK2 one, then open Hutt model in Blender, save it, once again change _humanoid folder, now from JK2 to JK3, open your original scene, and then append. I'm sorry if you know all of that and we're misunderstanding each other, I just want to help so if that's the case - just ignore the post . BTW, @ All you need to import .glm's into Blender is that amazing plugin suite by mrwonko: http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/. Follow the instructions along with 'readme' and you will be just fine. swegmaster and Bek like this
Langerd Posted January 13, 2015 Posted January 13, 2015 yes and 4 arms, these are the reasons why nobody tackled him beforeMaybe with him somebody will use the trick like in the 4 armed grevious model
Kualan Posted January 13, 2015 Author Posted January 13, 2015 Maybe I wasn't clear enough. The process is a bit more complicated. So, if you want to be able to import JK2 models into Blender, you need to have them put like this: BaseModelsPlayers_humanoid and YourModel foldersBut in case of JK2 model, the _humanoid must be taken from JK2. What does it mean? In your case, you would have to save your current .blend scene, then go to your players folder, change _humanoid to the JK2 one, then open Hutt model in Blender, save it, once again change _humanoid folder, now from JK2 to JK3, open your original scene, and then append. I'm sorry if you know all of that and we're misunderstanding each other, I just want to help so if that's the case - just ignore the post . BTW, @ All you need to import .glm's into Blender is that amazing plugin suite by mrwonko: http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/. Follow the instructions along with 'readme' and you will be just fine. Aha! I didn't know about changing over the humanoid folders. I'll try again, thank you for the help! And @ , after getting the plugins and viewing the readme I'd suggest looking at the answer for this thread here: http://jkhub.org/topic/4905-frankensteining-with-blender/ I had never used Blender before nor modded JKA beyond skinning and that post taught me everything I now know. Bek likes this
Veosar Posted January 13, 2015 Posted January 13, 2015 Sure think, I'm glad I could help. I mean, I'm totally new to these things myself but I know a thing or two. If you came across some other issues, feel free to ask me.
Kualan Posted January 13, 2015 Author Posted January 13, 2015 Success! Got the Hutt tail from the JK2 model and attached it to the JK3 body. Thank you again @@Veosar ! Final (I hope) concept for Master Rancisis: Barricade24, swegmaster, Śăļvõö and 6 others like this
Śăļvõö Posted January 14, 2015 Posted January 14, 2015 In my opinion the tail should be longer like the jabba's one you put in the photoshopped image, otherwise it is too much short, since Oppo's tail is very longer than the one you made. But for the rest the model is very very good. I really like it
BelugaArts Posted January 14, 2015 Posted January 14, 2015 Very nice! Been waiting to see one of these forever!
Jeff Posted January 15, 2015 Posted January 15, 2015 I've been trying to figure this out but what did you use for Oppo's head?
Kualan Posted January 15, 2015 Author Posted January 15, 2015 I've been trying to figure this out but what did you use for Oppo's head? The head from the Darth Plagueis model, heavily reskinned. The hair meshes come from a range of models - Ki-Adi-Mundi for the beard, moustache and top-tail, a modified JKG Zabrak hairstyle for the 'ice-cream' bowlcut, a female Jedi hairpiece for the long bit at the back and the Bothan hair for the side-tails. JAWSFreelao likes this
Kualan Posted January 15, 2015 Author Posted January 15, 2015 An update on the Jedi Temple Guard, modified the hood and added a new lower robe. Getting close to a release for this one now. And something that might please @Śăļvõö , a new Eeth Koth for the JK3 skeleton, in both robed and unrobed form: Stoiss, swegmaster, yeyo JK and 6 others like this
JAWSFreelao Posted January 15, 2015 Posted January 15, 2015 A new Koth has been needed for awhile. If you're interested, I suggest taking the arms from a clone (or Stormtrooper, for that matter) to create the TCW version. The only reason I point this out is due to my knowledge of your TCW fanboying. Jeff and Delmi like this
Śăļvõö Posted January 16, 2015 Posted January 16, 2015 Awesome Eeth Koth model I'm very very happy When are you going to publish it ? PS: Please don't forget to add hood :
Kualan Posted January 16, 2015 Author Posted January 16, 2015 Was playing around with @@Jeff 's Hondo kitbash earlier this evening, this is what I ended up with. Thinking of writing this guy into a future issue of TFTCW.: Main changes are the helmet and goggles and a bit of texture modification on the torso and coat. Majority of the work remains Jeff's. Jeff and The_CrY like this
z3filus Posted January 16, 2015 Posted January 16, 2015 totally looks like... JAWSFreelao, Kualan and Dark_Reaper like this
Kualan Posted January 18, 2015 Author Posted January 18, 2015 The final version of the Jedi Temple Guard has been submitted for approval: JAWSFreelao, swegmaster, Jeff and 4 others like this
Milamber Posted January 19, 2015 Posted January 19, 2015 This might be kinda late and I haven't read the entire topic so correct me if I'm saying something wrong. but aren't the eye-slits kinda far apart? Jolly likes this
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