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Posts posted by Noodle
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Thanks for liking that mod! It actually does have some issues that I was unaware of a couple years ago and should be fixed, mainly related to improper LODs. I'm currently working on a new version of it, but it'll take some time before I release it properly.
Also, the reason why the mod has no NPC files is because having too many mods with their own NPC files will invariably give trouble to people with no modding experience and they'll end up overwriting the base NPCs, so I prefer that people create their own NPC files if they want to play with it.
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This is great, such a useful stream!
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Absolutely beautiful brushwork!
Plague-Angel likes this -
This is pretty good, nice camera work!
Cor and DarthValeria like this -
Oh yes, that thumb is a crime against humanity. I need to model more hands, heads and tits to get better!
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I know I haven't updated this thread in a long while, but I don't want people to think that I've been inactive. I wanted to share with you guys some of the stuff I've been doing.
Tholotian smuggler:
I was kindly requested if I could do a quick frankenstein model for the concept of a "male tholotian smuggler". Everything with the exception of the head was done with base JA model parts that were recolored or edited. The head is a mixture of Spanki's jedi customization model and Neomarz's Adi Gallia model.
New republic security droid skeleton:
I have been working on a new skeleton for Zander's great New Republic Security droid. So far I've done a couple animations but there's still a lot of work to do. Shame I don't know how to share videos here
Cham Quickshot:
A couple years ago I played Star Wars Uprising in my tablet, where I created a character named Cham Quickshot, he was a yellow twi'lek that ended up turning into quite the bounty hunter. This is my attempt to recreate him in JKA. Everything in this model was created with base JA assets. The head is a mixture of the human male's face and the female twi'lek head.
Modelling excercise:
A bit unrelated to JKA but this was one of the excercises I did to practice a bit my modelling skills. Never did the breasts or head because I'm a scrub.
Vending machine:
Based on a Star Wars toy.
Eopie:
An unfinished model of a new Eopie. I had made much progress on it but it died with my previous hard drive.
There's a lot more stuff I never finished or published, but I thought it'd be fun to share some of the stuff I've worked on.
ZelZel, Captain Leeroy, Tompa9 and 5 others like this -
8 hours ago, fullkevlar said:
I think it would be cool just to make the full roster of characters in the show
I think the same, have been meaning to do some characters for some time now.
OCD2 likes this -
You did a stupendous job and I'm sure you'll keep on improving your work.
bigphil2695 likes this -
I'm very interested in doing the turret eventually, just need better sources. I also want to do the new republic droid once I get clear well lit sources.
OCD2 likes this -
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Welcome! Most of what I currently know started on this forum, hope its as helpful to you as it was to me!
Savonir likes this -
9 hours ago, fullkevlar said:
I guess the Razor Crest was not in the Rise of Skywalker.
The Razor Crest mapper is in for a surprise.
My first thought when the Razor Crest got killed was "oh no! that poor mapper is gonna suffer so much!"
Circa likes this -
17 hours ago, Plague-Angel said:
Thank you Noodle.
I will be doing some of the interior yes. I've had to make it around a third larger than the one in the series to enable you to move around in it.
I know Mando uses a ladder of sorts to get to the upper deck but I may need to put a lift in instead as it'll be very tight
You can make the ladder work if you make a trigger that makes the player jump to the top when used. There are a couple maps that use this technique, but I can't really remember any aside from a map in MBII where you can go up through some vents like that.
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No way, it looks absolutely amazing. Will you model the interiors of it too?
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So far you've done a great job, quite impressive really! I wouldn't advice you to change the scale, given that you're pretty close to the original reference. Making it a cramped space will add to the complexity of the map in MBII in my opinion.
DarthValeria and OCD2 like this -
If you want to animate with Blender I'd recommend you to learn the basics of animating and how the software works before looking for something specific to the context of JKA. There isn't one single good tutorial though, you'll have to try and watch as many as your time allows you to so that you can gradually understand what the whole process is about.
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This is the way!
OCD2, Circa, {JoF} Atlas and 1 other like this -
On 11/7/2020 at 11:08 AM, the_raven said:
What about Beskar and Cortosis? What about energy shields? What about the Zillo Beast's scales? (alright, the last one really is bullshit)
Neither Beskar nor Cortosis should be able to stop a lightsaber. Weapons like the one the magnaguard use repel the lightsaber and I think that's fine, as long as its not made of a lightsaber resistant material.
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If you have more reference pics laying around, please do post them since it makes a modeler's work much easier.
Jeff likes this -
I've outlined with red some things you need to add for it to be more like in the show.
The structural support needs to have 2 square lights, one below and one on top. There's also a pair of rectangular light sources on top of the structure that your map is missing.
The control panels on the pilllars aren't as wide as the pillar itself, trim it on the sides.
Also, the light source on the roof isn't like the one you're doing on your map. You can change the texture on the sides to repeat more times so it looks closer to the show and change the one in the middle to be closer to the one in the reference picture.
Hope it helps!
bigphil2695, OCD2 and HUM-3154 like this -
I think its pretty cool that the mandalorian (a man from a warrior culture) shows more respect for the tusken raiders (another warrior culture) than for the gipsy-like jawa scavengers. Its one of those things that feel like it'd happen in real life too.
HUM-3154, Circa, Aldro Koon and 4 others like this -
So far it seems that your map is too broad in comparisson to the source. Try to make the passages a bit more narrow and it'd both be more intense for gunfights and accurate to the source material.
OCD2 likes this
Looking for new kicking animations
in General Modding Discussions
Posted
Holy crap that samurai mod is awesome