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Everything posted by Milamber
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I guess I could have named it shorter xD, but it didn't come up as a problem while testing.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Milamber replied to Archangel35757's topic in WIPs, Teasers & Releases
You emailed me something? :| -
I fixed it, Was doing something wrong with the .ase export from 3ds Max
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Quite similar, but unlike with the blender plugin there's no problems with for example Normals when using this plugin, so if you import and export a model using this you won't be seeing lighting differences ingame on the model surfaces when comparing the old with the new. And I dunno if it's possible to do creatures and vehicle's with the blender one? Also zefy, the hell? xD
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kinda makes me think of:
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You make 1 silly teapot and 1 santa hat (over a year ago!) and people start thinking you're the silly requests guy Honestly though, I'd love to but I don't even have time for tiny requests like this atm :/ sorry, seems to be a fun idea though xD good luck with it. (if you still haven't managed to get it until June, ask me then)
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No offense but could you do a better quality video? When it gets dark It's just plain painful to watch, and it's dark in so many places.
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There wasn't anything to really point out
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I don't see anything wrong with the mask anymore ^^ except the color being too dull gold now.
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I would suggest the problem lies in the thickness of the golden stripe down the middle of the face, I agree it looks the way you say, but when I compare the model head with the reference you showed I feel the distance between the edge of the golden stripe and the eyes are about the same. But the reference has a thinner golden stripe, so even though it looks kinda the same overall, the reference is a bit more accurate to anatomy because it's thinner in the middle. If that made sense. But yeah, I agree it doesn't look bad the way it is now either, and yes the show seems to have gone a bit overboard with the width, but I think there's still something that could be done ^^ Sorry for being so picky (also the reference has wider eye slits in general it seems)
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Not to nag or anything but did you decide on the eye width not needing a fix?
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Np
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It kinda seems that way:
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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?
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Could I suggest looking up some wrinkle/folds tutorial of sorts? you have a lot of wrinkles/folds that don't really make sense to me.
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"I'm a GREAT Kraken"
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I'd say you'd have to slim his face and legs down if he's gonna pass as a slim Gamorrean
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SWTOR Revan Reborn Skinning Project
Milamber replied to DarthDementous's topic in WIPs, Teasers & Releases
I'm just suggesting that it looks like either the uv's are a bit squished vertically in that area, or the ring has been applied stretched onto the uv's, looks that way to me at least. And if so you could squish/stretch it a bit in the texture to compensate for it. So didn't mean that would solve it, just decrease the scale of deformation a bit. But yeah not gonna press on it any further ^^' -
SWTOR Revan Reborn Skinning Project
Milamber replied to DarthDementous's topic in WIPs, Teasers & Releases
Well the models unwrapped in the root anim pose, so in the root pose in modview the textures should not look deformed like that, so the vertical stretch on the ring is probably happening either because it has been implemented with a stretch, or the original models uv's are bad and causing a stretch, either way you can manually improve it a bit I'd say, give it a try? -
SWTOR Revan Reborn Skinning Project
Milamber replied to DarthDementous's topic in WIPs, Teasers & Releases
Can you do something about the ring looking so stretched? -
Alright fair enough
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Why are they so dark?