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CrimsonStrife

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Posts posted by CrimsonStrife

  1. Now I need your advises. The second problem is showned by the red question mark... there is a hole or something like in the model. I returned in gmax and saw the same thing. But no problem on the other side of the stick.

     

    shot0176b.jpgshot0176c.jpgshot0174a.jpg

     

    The second problem is related to surfaces being one-sided, i.e. they have a visible front and an invisible back, like patch-meshes in maps. So you'll have to select those topmost polygons and do something like "flip normals" - I have no idea what it's actually called in gmax though as I do not use it.

     

    ^ This...I think in gmax it is the same as in 3dsmax, just select those faces go to the "modifier list", and then there should be one called "Normal" and in that there should be an option you can check called "Flip Normals"

  2. I only have 3dmax6 >.>, i have maya laying around here, but thats not really for JA :P I may just stick to models then export em as 3ds files

    You can use max 6, the only thing with max is above version 5 animations wont work since the program adds a node to the heirarchy on export, a sort of watermark that messes animations up, blame the developers of max for that.

     

    Pretty sure someone got models from Maya working, it's not program specific, as long as the program can generate a .XSI 3.x file in ascii format with the animation plot set to linear interpolation then you can export anything.

     

    Max 8 also works perfectly fine, tis what I use.

  3. derpherpferp.png

    yeah, no idea how to shape that without that yet, working on it though

     

    Those two "x"s are marking the edges to remove...You can make that shape the same way, because unless it is just the way that screenshot looks those slopes appear to be straight, so those edgeloops are not giving it any shape....the only ones you need are the top of the trigger, the middle, to make it arch in, and the bottom. If those are in fact giving it a curve, then I would removed them and ignore it anyway...the model will be too small ingame to see that small of a difference, so it is really a waste of work and polys.

     

    Also this is just a personal preference, but it would make your work a lot easier to critique if you used direct front and side shots, and then if you wanted to throw in an angled one to show depth then fine. But a bigger thing is that background...for the love of all that is decent, please I am begging you to use a solid background. Not only is it uncomfortable on the eyes, but since your using colored wireframes it makes them difficult to see on that background.

  4. Yeah that may be a good rule of thumb in most cases, but if you go around advising people of that then someone might end up in legal trouble. The problem with that mindset is that you are assuming the reaction of the property owner simply based on age. And while yes licenses expire, it is always best to air on the side of caution and contact whoever you can anyway. If the content is indeed old, and no one is responding, then I guess do what you wish at that point, but I wouldn't put it past some of these big-time legal companies to rip some poor kid a new one over some 8 or 9 year old game. Something to bear in mind is that it usually is not the content creators who take legal action, or even care in the slightest, but their legal department who are looking for a quick lawsuit to cash in on.

    therfiles likes this
  5. *Snip*

    You totally should port that to JKA. Claptrap beats the hell out of R2-D2.

     

    I honestly wouldn't know where to begin on bringing in a character that would really need his own rig and animations...I could do the rigging and animations sure, but I am sure there are rules to getting it in JKA, and I don't know those outside of using the base humanoid rig.

     

    By the way...he is done basically...few minor touchups left I think, but thats basically it.

     

    Reduced the amount of dirt on his wheel as per a suggestion from @@Inyri, and since the last screenshot I have indexed his colors in the texture file to make the tga a measly 1kb.

     

     

    258379_10151184831833948_2026567155_o.jpg

     

    KDR_3XILE likes this
  6. Let me just add for future reference, that I have discovered if you are going to move a drive from PC to Mac, or back and forth, you should always "Safely Disconnect Hardware". Most people say you should do this regardless (I personally do not do it), but I discovered that if you do not, and you try to plug a drive from a PC into a Mac, the Mac can see the drive, but it cannot write to it.

  7. I saying overall, not just that it looks weird compared to Shepard himself...but I also stated that I think it is just the way 3DS Max shades surfaces, this is especially likely if she is using one of the older versions...but given the dark background, I'd say she is using 2010 or newer.

  8. Technically Bioware should be the only concern...since LucasArts owns the rights to all of the games, and Ravensoft (who made JK) don't exist anymore, really you just have to worry about KOTOR's developers, Bioware for K1 and Obsidian if your aiming for K2, but since Malak was made for K1, just worry about Bioware. However with LucasArts holding the primary rights, they could probably give you the go ahead all on their own...if they wanted to.

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