Jump to content

ZanderNao

Members
  • Posts

    541
  • Joined

  • Last visited

Everything posted by ZanderNao

  1. I'll share pictures as soon as I have any, lol
  2. 57 downloads

    ==R9 Series Astromech== Project 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 A portion of the Astromech body/leg textures are from the NPC Droid Pack by Helena Revan and used with credit and permission. Other textures/reskins created by Zander_Nao --NPC Support-- R9A1 / R9A1_vehicle - Green/White R9A2 / R9A2_vehicle - White/Red R9A3 / R9A3_vehicle - White/Yellow R9A4 / R9A4_vehicle - Blue/Silver R9A5 / R9A5_vehicle - White/Orange R9A6 / R9A6_vehicle - Black/Copper R9A7 / R9A7_vehicle - Black/Silver R9A8 / R9A8_vehicle - White/Green
  3. 61 downloads

    ==R8 Series Astromech== Project 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 A portion of the Astromech body/leg textures are from the NPC Droid Pack by Helena Revan and used with credit and permission. Other textures/reskins created by Zander_Nao --NPC Support-- R8A1 / R8A1_vehicle - White/Blue R8A2 / R8A2_vehicle - White/Black R8A3 / R8A3_vehicle - White/Red R8A4 / R8A4_vehicle - Black/Red R8A5 / R8A5_vehicle - Black/Copper
  4. 60 downloads

    ==R7 Series Astromech== Project commissioned/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, variants by Zander_Nao Body retextures by Zander_Nao based off of the NPC Droid Pack by Helena Revan and used with credit and permission. R7B1 body retextures by Xezene --NPC Support-- R7A1 / R7A1_vehicle - Silver/Red R7A2 / R7A2_vehicle - Silver/Blue R7A3 / R7A3_vehicle - Black/Blue R7A4 / R7A4_vehicle - Imperial Black/Orange R7A5 / R7A5_vehicle - Silver/Teal R7A6 / R7A6_vehicle - Silver/black/gold R7A7 / R7A7_vehicle - Silver/Purple R7A8 / R7A8_vehicle - Blue Squadron Custom Skin R7A9 / R7A9_vehicle - Silver/Orange R7B1 / R7B1_vehicle - Xezene Wookieepedia R7 Skin
  5. 65 downloads

    ==R6 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 A portion of the Astromech body/leg textures are from the NPC Droid Pack by Helena Revan and used with credit and permission. Other textures/reskins created by Zander_Nao --NPC Support-- R6A1 / R6A1_vehicle - White/Orange R6A2 / R6A2_vehicle - Black/Copper R6A3 / R6A3_vehicle - Blue/Black R6B1 / R6B1_vehicle - Blue/Silver R6B2 / R6B2_vehicle - White/Red R6B3 / R6B3_vehicle - White/Green R6B4 / R6B4_vehicle - White/Teal R6B5 / R6B5_vehicle - White/Blue
  6. 467 downloads

    ==The Pyke Pack== Project commissioned and organized by Zander_Nao 3D models by Phazzer https://www.cgtrader.com/phazzzer Converted for Jedi Academy by Jeff LOD and SP framework by Punisher --NPC Support-- Pyke - Classic Clone Wars Pyke Soldier Pyke2 - Color variant Clone Wars Pyke Soldier Pyke3 - Purple Pyke Bounty Hunter Pyke4 - Syndicate Majordomo Pyke5 - Pyke Red Capo Pyke6 - Pyke Blue Capo vehicle pycrate - Spice Crate (Will carry animation of player when activated - walk into while activating to keep walking animation)
  7. I commissioned a 3D model maker to create the droid so that it could be rigged into game, but I haven't heard anything in a couple weeks and have no progress pictures yet. It's the same artist I had create the heads for the different R-series astromechs and the Pyke Pack.
  8. Cryptic, interesting, building that anticipation!
  9. The waiting room lobby thing is such a masterful extra gift, pushing the whole project well past the normal run of the mill map. Wonderful work!
  10. Oh wow, this is marvelous! I can't wait to see it! It's really high level texture work. It all looks fresh and well laid out and really not much repetitious patterns at all. It shows some really professional quality. I love it! Fantastic work! This is going to be amazing.
  11. As one of the lucky ones... I can honestly say this map has got it all. There are so many nuances, so many easter eggs, so many unique details that really are the hallmarks of a legendary map. There's also the utility of it as a map that can host clans and have it act as a hub for film groups as well. The architecture is unique, there's pretty much everything you'd ever need, and it's just overloaded with charm! I can't wait to see the final build!
  12. Contest or no contest, your work is astounding and I can't wait to see what you're capable of doing! And maybe best not to rush the Gozanti, lol. I think you've got some great potential going on!
  13. Oh wow, the lighting took a huge step up in these last shots. It's a work of art! You're so close! Have you done anything with the bridge yet? As an aside, I'm sure you'll wan a rest after this project, but I feel like you'd have really good skills at making the sort of Imperial set they've been using in Mandalorian season 2 for the Research Facility/Gozanti/Light cruiser. They've repurposed those halls a lot of different ways and that architecture seems right up your alley!
  14. I think this is a fantastic idea, and there are a lot of references that are quite helpful. I haven't been able to go to a theme park since I was a toddler, so imagine my surprise when "Sims 4: Journey to Batuu" came out. The layout of the districts is pretty amazing, and now there's that Batuu VR game too! Even for people that are uncertain of the new era of Star Wars, Batuu's layout is great and fits a lot of different eras. I think this is a wonderful idea. It wouldn't be easy though, there's a lot of open space with boundaries of a lot of complex architecture. There are some areas that would make great duel maps. A lot of the minute details would have to be watered down. It's so atmospheric though, reminding me of some of those great classic Naboo maps and city maps.
  15. @AngelModder Hearing this behind the scenes view is deeply touching and quite shocking for someone that didn't know what was going on. You can see the passion you invest in your work, the quality that it translates to. It's tragic to hear how you feel about yourself. I love that these projects have been a muse and have given you strength. It's tragic that the newer pains can't be translated, but there are still modding communities out there, mappers and modelers and reskinners and players. I wish you the best in whatever happens.
    One of the best, most comprehensive mods that I've ever seen. The attention to detail, the craftsmanship of how well it is built, the variety and customization is magnificent. Even audio for singleplayer! That'd astounding, simply astounding. Wonderful work.
  16. Oh dear, that sounds familiar. Sort of like how the Death Star plans shown in ANH don't have the same design as the actual Deathstar... It's a treasure to see your rendition of the ship. Most people that play will be more familiar with the setpieces than the actual layout, let alone the onscreen map. You've got the entry point, the bridge, the cells... I think it'll work out as long as you are happy with it.
  17. WOW! It is coming along so well! The layout is perfect, the colors are popping. Marvelous!
  18. WOW! It's been so long. I love ship maps, and like everyone else said, Peli Motto's Tatooine repair shop would make a great setting. I also like the upscaled idea so you can move around. It's looking astounding so far, and the interactive features are the best!
  19. Hmmm, I see what you mean... Some useful codes to test with would be: CG_draw2d 0 (turns hud off, 1 to turn back on) CG_thirdpersonrange 120 (normal is 80, this lets you get a different angle and check things) I'd also suggest spawning NPCs to use as independent tests of the size. If it wasn't based off of source material I'd say it is the perfect size, but I know the ship was big enough for the intruders and droids to bunch up so it might be a bit snug.
    This map turned out wonderfully. It was above and beyond based on the initial concept and has great variety. The only downside is that the draw distance in Jedi Academy makes the lines look weird from a distance, but that's the game engine and not the map. The map is flawless and highly sought after. Perfect work and an amazing entry!
  20. I have been watching with baited breath. The shaders really brought it to life! You're doing wonderful work! As you refine the door modeling, which I agree seems to be the last piece of the puzzle, will you have one or two of the cells that can open?
  21. 106 downloads

    ==R4 Series Astromech== Head 3D modeled by Phazzer https://www.cgtrader.com/phazzzer Head textures by Phazzer Project commissioned/organized by Zander_Nao Base Model by Raven Software Converted for Jedi Academy by Jeff 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. Other textures/reskins created by Zander_Nao --NPC Support-- R4C1 / R4C1_vehicle - White/Red R4C2 / R4C2_vehicle - Imperial Black R4C3 / R4C3_vehicle - White/Blue R4C4 / R4C4_vehicle - Imperial Courier Custom Skin R4C5 / R4C5_vehicle - White/Green R4C6 / R4C6_vehicle - White/Purple R4C7 / R4C7_vehicle - Pyke Custom Skin M5BZ - M5BZ_vehicle Clone Wars Custom Skin
×
×
  • Create New...