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Noodle

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Posts posted by Noodle

  1. That's a really thorough breakdown! Appreciated. :)

     

    The model itself is also great, I thought you did a terrific job, @@Noodle. The building reminds me a lot of the prefab shelters in Star Wars: Galactic Battlegrounds. Could be a really useful model to have!

     

    Thanks! This was my source of inspiration: 

     

     

     

    oDKyvN2.jpg

     

     

     

    I collected a bunch of toys for references, so I will keep doing more buildings and hopefully they'll be better this time!

    Langerd, Wasa, MagSul and 5 others like this
  2. Day 14 Model:

     

    These last days have kept me very busy with the whole moving out thing and some other problems, but now I've time again to keep practicing modelling! The whole idea of this new upload was creating an asset that could easily be added to a tatooine kind of map. Now, I wasn't sure about updating with this, since it's not really finished in a very clean way. The UV layout isn't optimized in the best way possible and I couldn't work on the textures as much as I wanted to. However, I'm interested in what people have to say about the model itself, since it's the first time I've tried doing something this complex. For example, I'm sure the bolts are too high poly for the overall low-poly quality of the rest of the building. 

     

    Preview Pic:

     

     

     

    XcM0UP6.png

     

     

     

    Download link:  https://www.dropbox.com/s/llgrgl4uhcgrxbz/Daily_Challenge14.rar?dl=0

    Artemis, MagSul, Wasa and 1 other like this
  3. You mean if you're not short of time, right?

     

    No, I meant what I said. Doing kitbashes takes way less time than creating your own stuff from scratch. I've been short of time recently because I'm moving out to a new place, hence why I might no be able to do what I want to during these days. Today I wanted to do something a bit more complex, but I wasn't able to properly do what I wanted to, so instead I updated the female head model with a new object. Download link is same as before.

     

    Pic related:

     

     

     

    PSaFm0f.jpg

     

     

    MagSul likes this
  4. Day 13 Kitbash:

     

    I'm still loaded with work so I haven't been able to sit and relax with blender for too long. Still, I did the continuation of yesterday's project by adding the helmets and hats to the human male and also updating the female one so it has the classic rebel helmet too. 

     

    Preview Pics: 

     

     

     

    kZshr2w.jpg

    nY2Slqe.jpg

    WLXDR8M.jpg

    62waVCl.jpg

     

     

     

    Download Link:  https://www.dropbox.com/s/scr5q714puiegi9/Daily_Challenge13.rar?dl=0

    MagSul, the_raven, Psyk0Sith and 1 other like this
  5. I love reading the discussion since it gives more insight to those that don't know a lot about modeling and optimization!

     

    Day 10 Model: 

     

    This is a very simple model I did to save time while mapping. I mixed a lot of recent techniques I've learnt and used textures from textures.com to make it look more realistic. I used basic color painting to make the parts that should have less light darker and also to add some slight shadows to some zones in which I wanted to give the illusion of depth. I'll make more variations of this table in the following days and I will also try to experiment a bit more with hand-painting stuff. 

     

    Preview Pic:

     

     

     

    ZP7CSIf.png

     

     

     

    Download link: https://www.dropbox.com/s/cilg1bq7w8up0pr/Daily_Challenge10.rar?dl=0

    scp_chaos1, SomaZ and Psyk0Sith like this
  6. Day 9 Mod:

     

    I've been practicing to advance my modelling more, but my recent attemps have failed, so I decided to work on another quick pose resource to upload today. Hopefully it'll be useful for people who need more animations for their mods! 

     

    Preview Pic:

     

     

    pmz7c6c.png

     

     

     

     

    Download link: https://www.dropbox.com/s/jntn4kyitu4e18q/Daily_Challenge9.rar?dl=0

  7. Well, baby steps and you did a basic block out of what could become a warcraft hand painted asset. The reason it looks like it does is because you have a very restricted color palette.

     

    You say it didn't end up looking the way you wanted...and that is a very important statement: what kind of reference did you gather? Was it your goal to make it look realistic? If so you need to get as much references as possible and break down how you can replicate the different materials of the object. Something like this for example, lot's of interesting details going on:

     

    Once you have done the clean version, you can really go to town giving it personality with wear n' tear and surface details that aren't modeled in. If you don't have photoshop or something equivalent it will take an insanely long time to master painting at a realistic level. That's where photo manipulation comes into play and i don't mean slapping on a picture you pull off google and calling it done.

     

     

    Thanks! My objective was to familiarize myself with the paint tools from Blender, but it was clearly too much to handle in one go. I've been practicing a bit more now and trying to familiarize myself with painting with a Wacom tablet. It's a bit hard but I think I'll be able to get used to it in time. I'm guiding myself with this tutorial which seems very useful to my inexpert eyes. 

     

    https://www.youtube.com/watch?v=L7ALfRw6I5I

     

    Well.. many times i use images from google but i never used any like you descibed - slap a picture and change uv laout to fit the model. I many times saw people making guns, weapons like this - Uv layout from view and change it to fit the picture of the axe for example. And i agree - It looks really cheap. Bad and not natural at all.

     

    I suggest @@Noodle to paint colors like you did and later use layers blend modes like overlay or multiply, use ambient occlusion because it works fine and also dont be afraid to edit texture in program like photoshop or paint.net - believ me or not i use this 100% of the time and it is enough for me to achieve a lot. Maybe it is not professional program - Still can achieve some good looking results. Use images not to just slap the picture but to make material, real texture or use it as blend layers to make scratches, dirt, holes, burn marks etc. The default JK3 textures that you used - these also can be changed or better yet added to your new made texture and later edit in some way to create something new. 

     

    Thanks, that's solid advice too! I'll try to spend more time on my texture work in hopes of achieving a more realistic look! 

     

    Day 8 Mod:

     

    Didn't have too much time today to do anything, so I did a quick animation for those who want their characters to sit in a more powerful manner. 

     

    Preview Pic:

     

     

     

    wQ94hkP.jpg

     

     

     

    Download link: https://www.dropbox.com/s/6b4esas5tmn50dm/Daily_Challenge8.rar?dl=0

    Dark_Reaper and Langerd like this
  8. Gotta say, hand-painting is even harder than I though, specially with a mouse! Even though I'm not proud of what I did, I feel the obligation to share it with you guys so it can serve as educational material regarding the mistakes I did. I'd heavily advice to do this while following a video tutorial or step by step images, since it helps make everything much clearer.

     

    Day 7 Model:

     

    I did a quick barrel in blender and tried to manually paint it with the Paint Editor option. Didn't end up looking the way I wanted, but oh well!

     

    Screenshot: bMq2XBZ.png

     

    Download link: https://www.dropbox.com/s/m095x0h58gw8tl9/Daily_Challenge7.rar?dl=0

    scp_chaos1 likes this
  9. @@Noodle you need to add highlights and shadows (remember shadows are not pure black!) to your textures, your textures are all flat colored so need the extra steps!

    This example is a stylized texture but the goal is the same for "realistic" assets...specularity and shadows is what sells the illusion!

    minitut_metal.jpg

     

    I thought it'd suffice by adding Ambient Occlusion, but it seems I was wrong! I've always dreaded the idea of hand-painting highlights and shadows because I suck at painting (even more with a mouse), but I'll take it as a personal challenge to learn to properly do this.

    JustJordyn likes this
  10. Day 6 Mod:

     

    Today I don't bring a new model, but an animation resource for anyone that wants to use it on a project. It's based on one of Obi-wan's stances from EP III. Here's how it looks ingame,

     

    https://s1.webmshare.com/0vxZx.webm

     

    Keep in mind that you'll have to add this to your _humanoid.gla file on your own, since this is only a resource, not a full blown replacer. 

     

    Download link: https://www.dropbox.com/s/ghooul8bqo6rf32/Daily_Challenge6.rar?dl=0

    scp_chaos1 and Tompa9 like this
  11. Thanks everybody for contributing! 

     

    Day 4 Model:

     

    Today I wanted to create something that will allow mappers to make their cantinas look less samey by giving a new choice of drink instead of the classical wine bottle from Nar Shadda. This time I used texturing techniques that I had never tried before, so I'm sure there's a lot to improve in the future!

     

    Screenshot:

     

    ggN54qt.png

     

    Download link: https://www.dropbox.com/s/08jdjlxasp5w216/Daily_Challenge4.rar?dl=0

    MagSul and the_raven like this
  12. Here's my entry:

     

    An Idea I had for a while, I made a hologram shader that doesn't require any non-base textures as a proof of concept.

    This entire appeareance is based on a few lines of text in a .skin file and a .shader file, no changes to the model or the textures were made!

     

    spawncode:

    npc spawn kyle_holo
    playermodel kyle_holo
    

    https://www.dropbox.com/s/5nlx4w0qznnmvix/holo_test.pk3?dl=0

     

    I love it, just a couple days ago I failed horribly at trying to make a nice holographic shader! 

     

     

    Nice work Ashura and Noodle, this is a great idea.

     

    Feel free to chime in if you desire to! This should be a great opportunity to do some basic models in blender! 

     

    Day 3 Model: 

     

    This time I didn't do a model from scratch, but took one from base JA to play around with blender's baking tools! I've always wanted more statues ingame and this was a great opportunity to try and add one of my own liking!

     

    Screenshot:

     

    vsbNOjq.png

     

    Download link: https://www.dropbox.com/s/e812xfz92ffzpwg/Daily_Challenge3.rar?dl=0

    AshuraDX, Droidy365, MagSul and 3 others like this
  13. Man, I'd love to participate, but my life is so irregular in terms of being able to work on a computer, it's nearly impossible to keep posting things on a daily basis. Though I'm thinking about joining on a weekly basis. :)

     

    Feel free to participate on the rate you feel more comfortable with! The idea is just to try and make this a constant habit. 

     

    Agree with daily basis. Weekly would be better + it would give everyone more time to polish. 

     

    Or maybe 3-4 days max. PLUS i would suggest this - Everyone is making the same star wars topic - we mostly want to keep Star Wars content fresh.

     

    Meaning like - This time topic is? Jedi Outcast ! Everyone is sharing with what they made. And what next? New topic :D and so on and so on ..

     

    and everyone is trying to make something around jedi outcast topic. 4 days is in my opinion the best option. 7 is to long and 1 day is not giving enough time to do something polished. Of course i am talking about live, college and job.

     

    EDIT: Btw @@Noodle . I dont know if it is done on purpose but your MD3 has 250 frames of animation. If you dont want to make animations for this MD3 i suggest to export it with one frame only. Less space in files 

     

    Feel free to follow at the rate you're more comfortable with! Although I must state that the main idea is not to do very complex stuff, but quick exercises to help polish, improve or maintain each of our modding skills. However, if you feel like you need more time to do what you want, please do so! I must also say that I love the idea of being inspired by a specific topic, it reminds me to inktober! If more people are interested we can sure start doing that! Although I wouldn't make it mandatory to follow the day or week's theme. 

     

    Also, thanks for pointing out the animation frames mistake, I hadn't noticed! The original file has been updated to not have this mistake!

     

    Now, back to the main topic! 

     

    For this day's model I wanted to help those modders that need more clutter in their maps by creating this very simple, yet unique, piece of pottery. 

     

    Day 2 Model:

     

    MD3Viewer screenshot: HizPy0R.png

     

    Download link: https://www.dropbox.com/s/lr3r6kt55mo3p9a/Daily_Challenge2.rar?dl=0

  14. I've been meaning to do this for a while but I needed to think it through. This thread has been created to help further develop all modding skills by a self-imposed challenge that will consist on the daily production of an asset that can be used by the community for their modding projects. 
     
    Anyone is free to participate as long as they follow these simple rules.
     
    a) You must try to upload something daily. It doesn't matter the level of complexity of the thing you upload, the idea is to keep going as long as you can. If you fail at this point, you can restart whenever you please. 
    b) Whatever you release must have a free license. The whole purpose of this exercise is that others can freely use your content on their own mods. 
    c) No ports allowed. Everything you post here should be allowed to be posted in the files section. 
     
    Keeping those rules in mind, these are the things you can and can't do in this thread:
     
    Things you can do: 
     
    - Modelling, texture-work (reskins or brand new textures), animations, mapping, kitbashes (as long as they use content that has been made for JA and as long as the model you use has a free license), etc. 
    - Criticize other people's work on a constructive manner (i.e: this is wrong, here's how you should do it). 
    - Improve or modify what other people have previously posted here. 
    - Post the source files of whatever you do so others can study and learn from your work. 
     
    Things you can't do:
     
    - Request others to do stuff. 
    - Post inflammatory comments masquerading as criticism (i.e: this is shit, kill yourself)
    - Posting pictures of a WIP without a link to download the file (this is not a WIP page). 
     
     
    Having said that, here's my first daily upload. A simple "fuel-tank" asset I created to avoid having to do it in GTKRadiant. 
     

     

  15. SP should been fixed. And i will talk about itater in the post.

     

    The movement is in my opinion better in SP no doubt. Also fighting and animations are smoother.

     

    For me MP feels very ... stiff. And most of people use red style which even in SP is OP.

     

    But i dont agree that it requires no skill. If we are talking about cultist using lightsaber or default orange reborn.. yeah. But Reborn master or fighting 2-3 new reborns or shadowtroopers - the Challenge is here.

     

    The main problem are the bugged animations and quick change of attack animations. Go back to Jedi Outcast II lightsaber combat. Look at the normal lightsaber slashes. Specially red style. You cant start new attack until Kyle will and his swing. In Jk3? You can slash forward suddenly on left , right (there is ine bug in red style that allows you inifite saber slash. I believe it is back left and mouse left button). There is no cooldown. Also i hate that enemies can do doges or moves that player cant do.

     

    Reborns can use force jump to go faster distance - player can get only higher to be honest.

    New reborns can stop Katas whenever they want to. You can do it to with force push but it doesnt stops right away.

    They can also roll while laying on the ground.

     

    But yeah.. main issue is that lightsaber slashes are too spammy. There should be cooldown for both player and enemy on lightsaber attacks.

     

    I agree, specially on MP. There's a lack of commitment in lightsaber attacks that's abused with the 'spinning' glitch that's an insta kill and people think it's actually 'skill'. I'd rather have slow and methodical than quick, spammy and glitchy combat. 

  16. Also all that shows up in the outliner is

    model_root_0

    model_root_1

    model_root_2

    skeleton_root

     

    All files that end with _1 or _2 are LODs meshes. This means they're the same as their _0 counterparts, but with a lower level of detail for ingame optimization. 

     

    I stopped right near the end it seems.

    There are 21 hands when I open the model.

     

    That's because the customizable Rodian Jaden model has a set of hands for every different torso it has, and since each has their respsective LODs, the number is that big. You should start by editing the hands of your favorite torso and then moving upwards if you have the energy for it. You can check in modview the specific model part with their specific hierarchy by checking the surfaces on the model. 

    ooeJack and Acerbic like this
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