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Everything posted by ZanderNao

  1. 11 downloads

    ==R0 Series Astromech== Project commissioned and organized by Zander_Nao Head 3D modeled by Phazzer https://www.cgtrader.com/phazzzer Base Model by Raven Software Converted for Jedi Academy by Jeff Original head textures by Phazzer Other textures/reskins created by Zander_Nao A portion of the Astromech body/leg textures are from the NPC Droid Pack by Helena Revan as well as R4G9 by Punisher and are used with credit and permission. --NPC Support-- R00K / R00K_vehicle - green/white R0M3 / R0M3_vehicle - red/orange R0B3 / R0B3_vehicle - white/dark blue R0L0 / R0L0_vehicle - Black/orange
  2. Version 1.0


    ==4Y Series Protocol Droid== Project commissioned and organized by Zander_Nao Head 3D modeled by Phazzer https://www.cgtrader.com/phazzzer Based on Unused Concept Art by Jake Lunt Davies for "Star Wars: The Last Jedi" Original Art: https://www.instagram.com/p/CC3vprsDk4g/ Base Model by Raven Software Converted for Jedi Academy by Noodle Original head textures by Phazzer Other textures/reskins created by Zander_Nao --NPC Support-- 4Y / 4Y_vehicle - blue protocol droid npc/vehicle 4YG / 4YG_vehcle - gold protocol droid npc/vehicle 4YP / 4YP_vehicle - purple protocol droid npc/vehicle 4YR / 4YR_vehcle - red protocol droid npc/vehicle
  3. I'm not sure where ma'am is coming into play exactly, but I'm working on a Pyke Pack based on Jake Lunt Davies' unused concept art for Solo. There were three mask variations Phazzzer and I decided to work into the pack. While we were working on it, Davies' unused concept art for droids from other races also caught our eye and we decided to use the elements already created for the Pyke Pack to make this Pyke Protocol droid. The concept art most directly responsible for this version comes from this: https://www.instagram.com/p/BwIVkHpFJU-/
  4. 24 downloads

    ==Pyke Protocol Droid== While most protocol droids in the galaxy were modeled after the human race, some were designed to appear like those that they were being sold to like PZ-4CO and 4-LOM. The E2 series was specifically designed to serve the needs of the Pyke syndicate and to put them at ease while being served. New 3D elements by Phazzer https://www.cgtrader.com/phazzzer Project commissioned and organized by Zander_Nao Based on alien droid concept art by Jake Lunt Davies Converted for Jedi Academy by Noodle Shader Repair/correction by Tayst --NPC Support-- E2TA / E2TA_vehicle - Gold Pyke Protocol Droid NPC and Vehicle E2TB / E2TB_vehicle - Blue Pyke Protocol Droid NPC and Vehicle E2TC / E2TC_vehicle - Copper Pyke Protocol Droid NPC and Vehicle
  5. What an unexpected treasure trove! A lot of very distinct and unique characters, I love it!
  6. No game has ever had the vitality or longevity that I've witnessed with Jedi Academy, and Jeff has this way of distilling and innovating even more inspiration! I am so thankful for him to be part of this community and to create!
  7. Both of these points are so true! I'm enjoying Bad Batch but I can see the potential for good mods even in media that has bad writing, lol. I wouldn't have done the R3 droids without "Star Wars: Resistance." Thankfully for all our sakes, Bad Batch has good writing so I hope there's enough inspiration for some good mods, and maybe even a contest! Good luck everyone!
  8. One is Imperial Fighter Bays available here: The other is a personal landing bay from my film group that I'm on the fence about releasing. You're right, Noodle did great with the shaders! I added the light trim down the interior edge of the wings but that was more of a copy paste job shader wise, lol.
  9. 60 downloads

    ==Dagger Fighter== Commissioned/Organized by Zander_Nao 3D models created by Jabalakastudio https://www.cgtrader.com/jabalakastudio Vehicle and Map converted, rigged and implemented for Jedi Academy by Noodle Radar by Zander_Nao Based off of the Dalkor Dagger from "Star Wars: Resistance" https://starwars.fandom.com/wiki/Dalkor_Dagger ==INSTRUCTIONS== Choose one of the two pk3 files to install depending on which version you want. Normal Version: Install Dagger_Fighter.pk3 into base folder. Second player can enter ship, but turret does not work. Turret Version: Install Dagger_Fighter_Turret_Version.pk3 into base folder. Second player can fire turret, but turret will auto-fire on players in MP settings. --NPC Vehicle Support-- Dagger - Blue/Gray Daggernlg - Blue/Gray (no landing gear) DaggerRed - Red/Gray DaggerRednlg - Red/Gray (no landing gear) DalkorDagger - Dalkor Dagger Original Skin --Dagger Cockpit Greenscreen Map-- Enter console command: Devmap Dagger_Cockpit
  10. I know it's just a general landing bay, but I think it's charming on its own! Looking absolutely beautiful!
  11. I always seem to have problems with the bitrate for Jedi Academy when it comes to making taunts and things. Though if I ever make a version 2 with taunts, I'd have to go "Ahhhh, Jedi!" lol.
  12. You already know your skeleton work is impressing me! Cham really blows me a way for a lot of reasons. Your frankensteins are really sharp and refined, you can't see any janky seams. It looks so clean and polished. The textures on the clothes are really great! I love vending machines and utilities! Not enough of them!
  13. I wish I had seen this before! This map has so much potential, it's a great feel and a great niche for gaming and filming on!
  14. Wow! Do you have dynamic glow on? Do I have dynamic glow on? Did you do work on the shaders? hahah.
  15. You're coming along in leaps and bounds! I am happy to help. You starting this map energized the community in a way few things have recently, and the security droid and the textures are my little part to keep the momentum going! Looking so good! Thanks for doing what you're doing. The circle door improvements are great too! The ladder idea is perfect. Was that an alternate thermal detonator skin to look like Baby Yoda's silver ball in the above pictures? lol
  16. 264 downloads

    ==New Republic Security Droid== 3D models by Phazzer https://www.cgtrader.com/phazzzer Converted and rigged for Jedi Academy by Jeff Project commisioned and organized by Zander_Nao Prison Transport Screenshots by fullkevlar --NPC Support-- NRSD - Standard Model NRSD_Red - Red Version NRSD_Blue - Blue Version --Optional DH-17 Blaster Replacement-- Include ZZZ_NRSD_Blaster.pk3 in base.
  17. Getting version 1.0 ready for release. It's not perfect, but it's pretty darn good! Comes with an optional replacement for the blaster to make it a DH-17.
  18. The texture pass is completed! This is certainly a complex project with a lot to keep in mind. It's a little weird being a project organizer/commissioner, sort of translating the limitations of JA to try and keep everything working. I had to ask Phazzzer about the poly/vert count because this still looks too good to be true, haha. It'll be put into A-pose to make conversion into game easier. We talked with the mod conversion team about the skeleton issue and reached some compromises. I think we may try in the future to make a more accurate fit or custom skeleton, but given the time/cost/effort invested so far, goal one is to get a working version in game.
  19. Hahaha. I love that it was like a blind taste test! Throw them in without knowing it and they identified it. Oh! Yes, I'm glad they found the bug so you could get rid of it! The perils of a map like this are getting turned around, reminds me of the Blockade Runner map by SSSID. I almost always had to noclip to figure out which direction to go. Oi, yeah, the droid model looks like a model from a new game cause right now it's super HD. I'm trying to convince Phazzzer to sell the high quality versions of his models, lol.
  20. @Lancelot hahaha, I was so confused when I went to log in and reply, but this makes total sense. Not a problem Phazzzer used the A-pose model I sent and we're pretty close. I said I didn't care about matching the head to the humanoid skeleton cause it'd just be for the idle animation and better to keep that 1:1 from the source material. Since the elbows and wrists were close, I asked primarily to turn the hands so the palms face the hips and tilt down a few degrees. The fingers will still probably clip into the wrists, and we might have to shorten the forearm, but it is a lot closer than I originally pictured.
  21. @AshuraDX You are completely right. I raised those concerns (and the fact that the model wouldn't hold the gun in the right place if the arms were too long) to try and keep the artist from backtracking any more than necessary. I also shared and fbx of the Jedi Academy human model A-pose to try and get proportions and angles correct. Thank you for bringing that up now before we got too far!
  22. Alright, here is the final detail update pass. Next steps are to bake the details into textures and then reduce poly count to something Jedi Academy can support.
  23. Hahaha. It won't be texture. I thought about bringing it up last night cause I noticed the same thing but didn't want to rain on the parade. I guess I should mention it before he gets too far.
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