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negru_tudor

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Posts posted by negru_tudor

  1. 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.

  2. 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

  3. 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 :P but man, as Asgarath said, it's not easy getting an existing model in not to mention modelling one from scratch..

  4. 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.

  5. 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!

  6. 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 :P (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! 

  7. 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.

     

    Onysfx likes this
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