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Liam

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Everything posted by Liam

  1. Thats so much better man ! lovely detail and just nice highlights to keep it interesting looks great to me!
  2. Looks really cool tompa clever way to match up the best of each artist's work to make something special. the hair looks like the correct length/shape to me and really spot on ! the glove is a tad bit too dark in the black areas like the gamma is too low . Now that is what its like in the movie granted if you can , get a really light brush colored white at say 20% opacity on multiply and just brush in a few lightspot kind of like this: See the parts where the white is brightest just add a stroke or two like that. Abar that man well done fantastic idea/execution !
  3. Alrighty Ive spent past few hours re-doing the head from scratch just because I agree with Noodle you cant cant really nail an actor to Kanan as he is on a style of his own, I'll have a post up by tonight of any progress I make on that part and many thanks to the sound offers, I recently...spent money on the blurays just to pick good sounds but i'll see what happens. Ok now in terms if this is ready for everyone , Of course! I would never ever release it to only a select group the whole point is for you guys to have a laugh and enjoy the game and if I help out with my models then fantastic it means I'm doing something right. I want you guys to pick apart any issues with it and so on so I can learn and get better at what I do and when I play the game I can say to myself : "Damn this is really well worth it thanks to the community for pushing me." So have no fear Kanan and any model I make after will be here on jkhub and any place else I can post it dont even have have to ask me that! lol
  4. Small update, I'm going to be radio silent over next few days as I have the week of from work. I really want to put all my effort into this for you guys and really push myself to get this the best it can be so have no fears it's coming just taking my time and doing it properly.
  5. Looks like fantastic work yet again as i said before well done man and keep it up, truly inspirational!
  6. Many thanks man! After looking at your work in the community its encouraging to hear that! Even tho I die by the hands of your models everyday in moviebattles 2 thats beside the point lol . Yeah Kanan has a lot of reference I'm going to have to look into for that more realistic look the one you posted because it does have a great blend. I never actually seen before and its actually great for head reference. I'll post up my moodboard/references before I head into work but here is one I just love and totally wish I had the talent to re-create. I'd also like to point out I just realised he looks so much like Steven Seagal
  7. Alright so after alot of trial and error I THINK ive nearly got the hang of the rigging and such so should be good to go soon. I wanted to lower Kanans polygon count from the 2200's to something more manageable mostly for myself to keep the skinning easier. This does not at all mean i lowered the quality of the model I looked at the before and after and except for a few mass changes its basically the same shape and detail as before. I do not mind any mass changes as sculpting adds it back in in the long run . I managed to get Kanan back down to 1900 polys by reducing the res of the limbs from 12 sided to 8 sided along with some more loops for the knee's and chest/back. Now I think in the morning I'm going to get uvw-maping this guy and get things ready for sculpting which I wanted to do this weekend but wanted to get the fear of skinning/rigging out off my mind.
  8. Brilliant looking work and love the sculpt so far well done!
  9. Sounds Interesting I'll have to give it a look and see if I can get it to work when I get to texturing Kanan, I was tempted to use painter but was held back from the lack of bpr but if your method does work ill give it a go! Edit: Had a quick look at the bake lighting inside of Substance Very impressive stuff!
  10. I recently got a 1 year of substance painter it looks/does very impressive stuff only thing i was concerned about using it is that its made primearly for pbr workflows and since ja doesent do normal maps (from what I know) and such i was guessing the diffuse will have to do most of the heavy lifting.
  11. Yeah I read your notes in the file the non essential bones I put on hide layer just to be on the safe side. In terms of textures I'm thinking sculpt in zbrush as subtools then from that use quixel ndo/ddo to clean up any issues / See hard part for me is finding that balance of rebels which i love but also jedi academy which is more like...realism so its going to be a challenge. I'f I was going to pick a style I would pick something like Wildstar/Disney Infinity blended with Dishonored 2 . Kind of like the hard surfaces and planes of the Disney infinity but the realism/style they went for with for Dishonored if that makes sense.
  12. Yeah I noticed this during comparing my model scale from Jka reference to the skeleton I had to rescale it to fit, I downloaded the file you sent me and its much easier to understand along with not scaling itself to the incorrect proportions thanks again for that. I should have a test by tonight latest on what is causing hassle and what isnt. I might give it to a few testers as people who play the game more than I do will be able to push it abit more than I can with modview. Only thing is I dont want an incomplete model making its rounds on the net lol. 4th time is a charm!
  13. Oh! I did not know about that Skeleton rig I was just importing the one from kyle with the glm importer in max 2016 and figured because it was a newer 3ds max the bolts probably were not importing properly. Yeah the model is handless at the moment im re-doing the topology of the kyle hand in topogun and poping it onto kanan, But thats really kind of ya thanks! ill use it for the test fore sure cheers!
  14. Many thanks for the kinds words and offer! I'm currently downgrading my max from 2016 to 8 to keep everything importing properly as I seem to be missing the bolt_tags when i import . I'm mostly following this tutorial: https://jkhub.org/tutorials/article/166-character-modeling-for-jk-in-3ds-max-walkthrough/ and going trial and error along with with this: I think i understand the most basic's of the process i reckon getting this part nailed down in my hand with get rid of any worry I have while I finish up the rest of the model/textures. Thanks again !
  15. Yeah its my main focus now to get the model into the game before any more modeling or texturing is done so I can check for any issues before I get too far along. Check list for the next two days: Step one: Get Kanan fitted to the Skeleton - Done! Step two: Divide into the parts needed to work - Learning/Reading. Step three: Rig this thing for the game/testing: Learning/reading. So.., Yeah lots of study and trial/error ahead now but from what I understand its an easy enough task. Nearly there folks!
  16. As promised here is the low/mid poly model with no smoothing groups/holster finished i'm doing the base hands from Jedi Academy with new topolgy just to save myself the hassle of modeling ones that need to be positioned. I added in a few extra edge loops for deformation's on the joints and might try a rig test before i start sculpting see if I can get the basics of the rigging/exporting sorted in 3ds max. Many thanks to all for the kind words/advice/feedback.
  17. Looks great Ild probably just lighten the colours a little on the cloth to or use the dodge/burn brush in photoshop to give the clothes a little bit of wrinkles Try not to make make your colours so harsh but overall it looks great, well done! Here is a tutorial I found hope it helps! EDIT: It doesent have to be as detailed as this but just basic S curves where the armor hits the arms/legs will really help it pop!
  18. Lovely work especially on them textures! Cant wait to shoo me some jawas !
  19. I actually find that interesting as I hope to do a full tutorial to get more people involved in moding for the game. As soon as I master it myself i'ld love to do weekly videos on how to do this stuff. It really is not as hard to model as some people think. I understand it can be intimidating at first but thats the same for everything. Trick is not to overthink things and enjoy what you do yeah it can get frustrating but anyone can do it.
  20. Yep! I hope to get the new variations of him done straight after the first season model. I'll probably release the variations one at a time versus as a pack that way you guys will not have to wait as long. I also want to do the light-saber hilt and blaster for kanan so i should be busy for a good while! and cheers!
  21. Hey guys, Sorry for not posting as much as I could on this thread I have spent last week just studying and testing some ideas to go with on getting the head correct for Kanan. I'm currently still modeling the armor on his right side and get things sorted out for the high poly which should be up this weekend with screenshots. Just to tie things over here is Kanan's Low poly/Mid range state. Thanks again for all the feedback and kind words promise I wont let you all down
  22. ALOT of work to do on the head at the moment. And yes I know his noose is broken! Small update spent an hour this morning tweaking the shape now I had no reference up for Kanan that should be started today I wanted to get the feel going of the direction I should have more posted today , Thanks for all the feedback also!
  23. I usually optimize at the very end this is a kind of mid range polycount so I can easily add my edge loops for sculpting sorry I really should have stated that end! Forgot to mention this is the stand in base as I call it pre-Zbrush so shapes are going to change alot especially in the face as it does need alot of work and will be going through alot of changes of the weekend as I do prep for sculpting. Oh and forgot to mention alot more armor and parts are getting added also. I really hope the add more variations such as blind Kanan/Unmasked. I also realize people may not have watch the series which I would strongly suggest you do as the story/art is fantastic and arcs back to original Ralph Mc'Quarrie so i'll just toss an image or two here for you to compare and suggest any changes.
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