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negru_tudor

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Everything posted by negru_tudor

  1. hmm..yeah but only from the front; they seem just fine from the side though.
  2. ..looked very close, yes. lower lip edges might have needed a tad slimming (might be wrong though). The hairline from the side seemed to be covering a bit too much of the temple zone..but from the front it looks right so i'm guessing maybe the forehead might have been a bit too wide but other than that...yeah, very close. ..looked very close, yes. lower lip edges might have needed a tad slimming (might be wrong though). The hairline from the side seemed to be covering a bit too much of the temple zone..but from the front it looks right so i'm guessing maybe the forehead might have been a bit too wide but other than that...yeah, very close.
  3. http://jkhub.org/topic/1339-starkiller/page-28 first renders on this page looked close to that dude aside from: - nose - lips seem like he was preparing to put lipstick on but otherwise spot-on - face looked a bit sucked in (like Starkiller hasn't been eating his cereal for a couple days) head, forehead and hair-line seemed a bit more closer to the truth than in the last post imho. Major respect for sticking true to get this done Chalk!
  4. hmmmm..not sure about that...eye sockets and mouth look ok (maybe the mouth needs just a little more tweaking to get a bit more definition on the upper lip) from the front now; eye socket shape may be a bit off but just slightly. the jaw and chin seem a bit off though (chin seems to be to "pointy" ). ..it's a though one this is but the amount of work Chalk's done on it is encouraging; i'm sure he'll get it right soon
  5. Yummy that's the Sith Eradicator armor.. I recall the hype back when it was released in-game alas, TOR kinda gets boring after a while. Zabrak I dig but I'd be more hyped about the Eradicator suit myself \m/
  6. No problem thing is that in OJP 1.2 they've added a Co-Op game type to the existing ones (ex. FFA, Duel etc) in which you were able to play all missions throughout the campaign with a buddy Some work better than others but it's ok overall You just launch OJP and pick Cooperative from the game type and voila enjoy sabering some bastards \m/
  7. Not sure about SP mods but if you're into really cool lightsaber combat (as in like-the-movies) i urge you to give OJP (Open Jedi Project) a go. I think the last version they officially put out was 1.2 but you can get 1.3 as well and i think that one's more balanced. Anyway, the saber fights are the closest to the movies as you're ever going to get with any Star Wars game out to date. http://www.youtube.com/watch?v=-t8Zgf82mlM
  8. Darn it DT85 You'll make Ray Park join JKHub when this is out ) Excellent this is. Yes, yes.
  9. @@katanamaru: I 2nd that OhBoyOhBoyOhBoyOhBoyOhBoyOhBoy!!
  10. DT, you The Man very cool stuff mate! Looking forward to this one for sure
  11. LoL guys this porting stuff is like the dark side of modding... Yoda: Anger, fear, aggression; the dark side of the Force are they. Easily they flow, quick to join you in a fight. Luke: Is the dark side stronger? Yoda: No, no, no. Quicker, easier, more seductive. Look I feel bad because this seems to have caused quite a stir..I just wanted to have this model in JKA even though it might not be 100% right to do this, i can't help but compare this to getting your hand in the cookie jar when we were little
  12. LoL I'll check your post on the LOK mod anyway; I was very sad when I heard they canceled Dead Sun... I'd be very grateful if you manage to get Maul rigged. I've checked out Angel's post on Vader..man oh man cool stuff!
  13. Yeap, Kain rocks ! I appreciate all the attention this one's getting really If you manage to finally rig it, would you be so kind as to PM a link? I can post an update on this thread & anybody who needs it afterwards can PM me or i can lookup other hosting sites if the before-mentioned method still raises issues. I don't want to start any problems for the gents here at JKHub. Modeling a model from scratch just seems like so much work.
  14. Yeap, it's got nice textures overall and for a character such as Maul it's the facial ones and the head model that I think make most of the model shine in the end. Not saying that the others aren't important but that's just my 2 cents. Anyway, here's some pics: - front view: https://www.dropbox.com/s/0dtlicjudwxdvab/front.jpg - right view: https://www.dropbox.com/s/2pkeok189xjgcyp/right.jpg - left view: https://www.dropbox.com/s/vup2wux70lygpsq/left.png - torso view: https://www.dropbox.com/s/ue8qa20iga49p4k/torso.png
  15. I concur well the existing models are OK and there's been a lot of effort put into them but it's just that the one in the TFU resembles Maul as he was depicted in the Phantom Menace really it's about the attitude but man, as Asgarath said, it's not easy getting an existing model in not to mention modelling one from scratch..
  16. Thanks Asgarath yeap, not easy living up to Kain's awesomeness (quote: "In the meantime, you'd best burrow deep" \m/)
  17. Hey Deviance, Yeap, been speaking to Asgarath about this one but man oh man...it's way over my skill set. Asgarath was kind enough to have a look at the model I managed to port to Softimage but since the model itself was designed in a different way, it looks like the mesh might need rebuilding and i think the texturing will also need to be re-aligned as a consequence of this. Also there seems to be a problem with too many polygons present in the mesh...hmmmm...though i recall one particular model ported across (lord Starkiller) that had almost 9000 polys and wouldn't crash the game . Don't know man...for real like even if we manage to get the head in JKA would be great LOL ) at this point. All jokes aside, you've gotta hand to the guys who're getting models in-game..takes a lot of skill, patience and time. I don't know...I've a couple of days off from work, I'll read up on some stuff but I'm not very confident about this one.
  18. Het Asgarath, Thanks for the link man I'll look into it. Cheers buddy!
  19. Wow!! Thanks for the above! Jesus I need time to take this all in now (can you guess what I'm doing this weekend?? LOL). Man your feedback is overwhelming really I'll let you know how i get along; for now I need to go through all the above very careful.
  20. Hi Circa, I understand and appreciate your position about porting. Still, if this were to make it to JKA by chance (either myself or through someone's else's assistance) I wouldn't have any claims on the model nor would I expect jkhub to host it. It can be something that's shared or PMd as with some other ports i know. Thanks for the heads up though. Cheers!
  21. Hi Asgarath Really appreciate your reply It's a nice quality model and although i can understand your position in regards to sympathies for this character (hey, come to think of it who in their right mind walks around with half their head tattooed right ? ) I'd be very grateful for anything you'd be willing to do to get this one into JKA. I've messed around in Softimage trying to size it to the JKA skeleton (mostly there) and have removed the front and back robe as I figured it'd make things a bit easier to port...thing is it kinda looks cool with the robes though (figured I'd revisit if my attempts don't end up in miserable failure lol). A problem that i have is that the *.obj model is divided into 4 sub-thingies (when you hit 8 in Softimage, the model isn't one single mesh but divided from the get-go)...i was considering trying to see if i can merge those into only 1 mesh somehow and follow minilogoguy's Youtube tutorial for weighing the blasted thing. Thing is I don't see any menu option in Softimage to do this (i might have missed it) and am worried that even if i manage to do this, since it's going to be 1 mesh only, will it not mess up the way textures are applied onto it seeing how they were initially layed over the divided subparts?? Sorry if all of this sounds stupid or noobish but I'd like to get this one into JKA (either by myself with some guidance or if one of you nice people do it). Cheers!
  22. Hi guys, Very nice community around here been playing JKA ever since it came out and love to see the game's still living thanks to the community. Right now I've some spare free time and started to play OJP again (man that's such a cool mod). Anyway, eversince The Force Unleashed came out I got hooked on the Darth Maul model they had in-game and the thought crossed my mind about the possibility of somehow porting the model over to JKA if one can obviously extract / rip it from the original game files. So I started looking into this but as luck would have it, someone had already ripped the model and exported it to an *.obj format here http://tf3dm.com/3d-model/darth-maul-71261.html Now, I've watched 2 tutorials online on youtube (a very nice gent named Alex posted them) for using Softimage to "rig" a model. I've managed to scale it a bit to the JKA skeleton but I'm stuck... since I'm 100% new to this, I don't know what to do..the model is divided into several parts already (not a single mesh like in the tutorial) which i suspect should make it easier to weigh the model but not sure if I'm right ... Bottom line is, I'm wondering if anyone more experienced is kind enough to port this one across. Or, if anybody's got the patience to point /help yet another newbie to "learning the ropes"? Thanks all.
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