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Boothand

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Everything posted by Boothand

  1. Let's see what we all come up with https://labs.sketchfab.com/sculptfab/ Or SculptGL: http://stephaneginier.com/sculptgl/
  2. I can't use those exactly, but I get the idea of how you want it to look. I'll see what I come up with shortly.
  3. Yeah, that should be more poly friendly. Maybe something like this? https://skfb.ly/zXvH Also fixed the jaw.
  4. Updated here - now with teeth and the inside of the mouth. Any suggestions before unwrapping? Any animation joints need more loops?
  5. Nope, going to do the inside of the mouth first.
  6. On the sketchfab link as well?
  7. I was actually hoping either myself or someone else could paint the textures by hand. I'm not currently very experienced with that either, but it's always nice to sort of make your stuff from scratch. I'll give it a try, and if I can't manage it now (and if no one else is available), you can send me the textures, granted it's legit to use those textures (?). I'll start on the inside of the mouth and teeth.
  8. Ah yes. If I understood you correctly - Sketchfab link
  9. Not every day someone requests a shark, so I got started on one Not sure what your ambitions with this are? Is it a moving/animating character, or a static kind of thing? I'm not very experienced on getting animating stuff in-game, but here's a start at least. If someone else wants to try and texture this, let me know here. Any modelers here who want to tell me what could be better, feel free to point it out (@@AshuraDX, @@DT85, @@minilogoguy18 or someone, not gonna summon eeeveryone for a shark).
  10. In JK2 using guns was great, and it made sense with the storyline of course, and made the lightsaber an even more valuable and holy item. I've often ended up using other weapons a lot in the JA campaign, but it would make sense, as Circa said, to let a Jedi train with the lightsaber only, and maybe a blaster. But it might get repetitive. Could be interesting with having to hold a button to block gunshots? Would keep you more on your toes. In JK2 I'm pretty sure there were occasional siths you could shoot to death under the right circumstances. Or maybe it was in JA, with the concussion rifle.
  11. You know you've been 3D modeling a lot lately when it makes sense to only shampoo the left side of your hair, or shave the left side of your face only.

  12. You might be able to do this in the editing software. Perhaps you could make the mask gradually switch from its inverted colors to its default colors, which in turn would invert the mask and gradually fade it to its default.
  13. Yeah, not literally free-free(..-free). But getting 5 potentially good games for what you can spare, or 7 games for $4-5-6 makes me use terms such as free, if I'm not careful! At least the absence of a job shouldn't be physically keeping someone from getting bundles.
  14. But.. they're free
  15. Are you increasing the polycount standard a lot from JA models, now that you're in Unreal Engine, or do you keep it down on a similar level?
  16. Hmm that makes it sound more like purely a high definition textures/models kind of mod though. Although "enhanced" has a bit of the same effect.
  17. - I don't think that's possible unfortunately. I think there's a shader keyword that will make the brush with the shader unselectable in the editor (might be good for skyboxes at times), but otherwise I think it would only help to know shortcuts for filtering. - You can middle mouse click a texture to choose it in the texture list. Unfortunately it doesn't adapt the surface properties as well, such as in 1.6. Edit: Yes it does
  18. It's a bit of a process, the whole procedure of getting a character into the game. You should find some tutorials for it here http://jkhub.org/tutorials/category/13-modelling/ Minilogo has a very thorough tutorial on it if you're using Softimage Mod Tool. But to answer your question, you export it as .XSI and compile it into a proper .GLM with tools from the SDK. If you were asking what to do with the .GLM file from the assets, there is a .GLM importer in the Files section.
  19. Q3map2 seems to segment your brushes according to the vertex points of neighboring brushes, making a lot more faces than expected. My question is - is it really necessary? Does this happen so that it will merge on all points and be properly shaded (goes a bit against my logic in this case), or could it just as well have only triangulized it the way its set up in GtkRadiant, and let vertices of neighboring brushes stay for themselves? In GtkRadiant: In game:
  20. That is incredibly impressive!
  21. Agree pretty much with eez, although didn't notice everything, like the shot going through the arm. I think it looks good apart from a few things. The cloth simulation seems off - especially since he has rather tight clothing. It's like there is a very local very strong wind on him all the time. The animations are a bit cartoony in their suddenness, and also his facial expressions look very cartoony/stylized compared to how I'd imagine him to look. And where did the shot at 0:07 come from?! Props for the comedy in his facial expression realizing he's about to be hit by the stormtrooper he pulled. Though something looks a bit unnatural about that whole sequence. And they gotta stop using that scream in all of the action shots Other than that, I think the project is overall a positive initiative and good effort, frowned upon elements of the production aside.
  22. What's generally most expensive for the engine? Drawing more texture surface where it can't be seen, or drawing some extra triangles by segmenting and caulking the area that can't be seen? Example: Rooms with furniture/staircases/various caps/layers of geometry.

    1. eezstreet

      eezstreet

      Drawing more triangles has probably a bigger hit on FPS, but that extra texturing will hit the VRAM I think too.

    2. Boothand

      Boothand

      Alright, thanks!

  23. http://jkhub.org/topic/3730-sand-skiff-vehicle/ http://jkhub.org/topic/3763-saber-request/ http://jkhub.org/topic/3594-request-asharad-hett/?p=51106 http://jkhub.org/topic/2405-easy-map-objects-request/ http://jkhub.org/topic/2608-hs-anakin-reskin-just-hair-and-scar/ http://jkhub.org/topic/1503-the-chaser-yt-1300-request/ http://jkhub.org/topic/3711-i-need-a-one-more-texture/ http://jkhub.org/topic/2476-padme-amidala-clone-wars/ http://jkhub.org/topic/2371-idea-request-map-themes/ http://jkhub.org/topic/3922-request-realistic-captain-rex/ http://jkhub.org/topic/3871-altair-team-colors/ For starters. Besides, even though not all requests are directly fulfilled, in my opinion people here most often seem to help out by giving suggestions on how it could be done, compromises, links to it being done before, or simply stating why they don't want to do it like in this thread. People are swimming in a sea of their own projects or already started projects, and in this case, wouldn't editing a Darth Maul model be a good way to start learning modeling? Have you attempted modeling since September 2013? If no, was DT's passing over the source files for his Darth Maul really a... "weak give-up"... compared.. to your requests divided by your displays of effort, despite having an interest in modding? Anyway, hope this helps.
  24. It's the renderer, and normal maps have been functional for a long time as well as other neat visual stuff. Except for a number of incompletions like DT mentioned.
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