minilogoguy18 Posted December 27, 2016 Posted December 27, 2016 I'll have to watch some gameplay footage, never noticed it being backwards, just knew that when he held or swung 1 handed it was with his right hand. Sorry, just something that has bugged me A LOT about the prequels, all those high paid actors can't even hold a sword correctly.
Psyk0Sith Posted December 27, 2016 Author Posted December 27, 2016 Gorc's hilt. Archangel35757, Tempust85, minilogoguy18 and 1 other like this
Psyk0Sith Posted December 28, 2016 Author Posted December 28, 2016 Gorc will beat you to death with it if he can't slice your head off. Ramikad, swegmaster, NumberWan and 4 others like this
Archangel35757 Posted December 29, 2016 Posted December 29, 2016 hey that's a good idea. There could be an animation where he turns it off, flips it around to use the pummel like a mace. So make the spherical end of it a little bigger with 4 studs to be used as a mace.
Ramikad Posted December 29, 2016 Posted December 29, 2016 hey that's a good idea. There could be an animation where he turns it off, flips it around to use the pummel like a mace. So make the spherical end of it a little bigger with 4 studs to be used as a mace. ... let's not take too much creative freedom now, shall we? Tempust85, Teancum and Psyk0Sith like this
minilogoguy18 Posted December 30, 2016 Posted December 30, 2016 I want to show off my menacing walk cycle but camtasia studio isn't cooperating on uploading to youtube. =( @@DT85, since you're familiar these days with the games code could you possibly make a list of the swings needed to make a saber style? I know there are the standard 8 directions but aren't there like these funny, in between, short sequences? Tempust85 likes this
Archangel35757 Posted December 30, 2016 Posted December 30, 2016 yes, just look at the anim list in ModView. Look forward to your video.
Tempust85 Posted December 30, 2016 Posted December 30, 2016 Not that simple, but yes I'll get a list together for you. minilogoguy18 likes this
minilogoguy18 Posted January 1, 2017 Posted January 1, 2017 I feel like the movement of the feet need a little tweaking but I've been fooling around with this. The rig is totally custom other than the SI spine, I had to reweigh the model, just used the CS biped as a snapping guide. I'll set up the saber to be an actual control object that drives the animation for the rhang_tag_bone. What do you guys think so far of the walk cycle at least? Any changes needed? I tried to make the steps heavy and the overall look of it menacing. Kualan, Psyk0Sith, Tempust85 and 1 other like this
AshuraDX Posted January 1, 2017 Posted January 1, 2017 @@minilogoguy18 I think his hips could go a bit lower atm he stretches his leg a little too much when he places his foot down on the floor in front of him which makes it look kinda awkward.
minilogoguy18 Posted January 1, 2017 Posted January 1, 2017 Yeah, I had lowered it some but not all that snapping of the joint is gone, I'm gonna lower it some more. Should only take a second. I've got some ideas already brewing for the swings and the jump animation. I'm not going to implement a combat roll, I feel like this guy isn't very acrobatic, he wont be flipping either when jumping. I got rid of a keyframe that I was using on the feet to make the stepping look more heavy, seems I didn't need it since I achieved the affect using the foot roll controller.
minilogoguy18 Posted January 1, 2017 Posted January 1, 2017 Thanks, if you notice I got into some basic scripting and I have that little custom tool box floating on the top left that allows me to with a click of a button go back to the root pose or any other pose that would be useful. I also need to tweak the torso weights some more.
minilogoguy18 Posted March 13, 2017 Posted March 13, 2017 @@Psyk0Sith, since you have the high poly and low poly would you be able to bake all the maps out needed to set this guy up for PBR? Reason I'm asking other than needing it once he's in game but @@Archangel35757 and I want to make .fx shaders for both Softimage and Max to be able to mimic what the model would look like in the game engine.
Tempust85 Posted March 14, 2017 Posted March 14, 2017 Apparently, the later versions of Max support PBR. I only have 2014 though.
Archangel35757 Posted March 14, 2017 Posted March 14, 2017 @@Psyk0Sith, since you have the high poly and low poly would you be able to bake all the maps out needed to set this guy up for PBR? Reason I'm asking other than needing it once he's in game but @@Archangel35757 and I want to make .fx shaders for both Softimage and Max to be able to mimic what the model would look like in the game engine. Maybe we'd do better with @@AshuraDX's Clone trooper? ...since it is already PBR?
Psyk0Sith Posted March 14, 2017 Author Posted March 14, 2017 I would need to rework the whole thing in quixel since the original textures weren't supposed to be PBR (i guess i will have to redo at some point anyway) minilogoguy18 and Archangel35757 like this
AshuraDX Posted March 14, 2017 Posted March 14, 2017 @@Psyk0Sithalternately you can send them my way and i'll see what I can do minilogoguy18 likes this
Psyk0Sith Posted March 15, 2017 Author Posted March 15, 2017 @@AshuraDX If i can't finish, i will send them. So which maps will be supported? Albedo, Metalness, Roughness, Normal + ?
Tempust85 Posted March 15, 2017 Posted March 15, 2017 Yep. I think Somaz has plans on adding AO, but no idea how or when.
SomaZ Posted March 15, 2017 Posted March 15, 2017 Albedo RGBA (A optional transparency)Normal RGBA (A optional height for parralax mapping on brushes)Packed RGB:R roughness mapG metal maskB occlusion (Ambient or cavity or a combined one) Actually added the ao map handling, though it's not finished. Ramikad, Archangel35757, Tempust85 and 1 other like this
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