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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):

 

 

ConceptOppoRancisis2.jpg

 

yeyo JK, Darth Reborn and Delmi like this
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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):

 

 

ConceptOppoRancisis2.jpg

 

 

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: 

  • Base
  • Models
  • Players
  • _humanoid and YourModel folders

But 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 :D

 

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.

Bek and swegmaster like this
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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: 

  • Base
  • Models
  • Players
  • _humanoid and YourModel folders

But 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 :D

 

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
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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
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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.:

 

 

ConceptHondo.jpg

 

 

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.

The_CrY and Jeff like this
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