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minilogoguy18

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Everything posted by minilogoguy18

  1. ^ZBrush, Mudbox and Photoshop can all do 3d painting, file must be .obj for all 3, don't think they can accept anything else as an import other than of course the scene files they create.
  2. 90% of the time enviroment gloss shaders are used incorrectly IMO.
  3. The thing that you may be looking for is anything that handles UV info, any 3d modeling application can do this, you'd just have to import the model.
  4. ^The player modeling one isn't much better than the one that comes with the SDK. He even used an image of Aurra Sing from that tutorial. I mean, you guys do know that there is a MS Word file tutorial that comes with the JA SDK right? I have had no time lately since I keep staying late at work to make some more money but I'll probably do one for a walker type model too since I've been picking at the at-rt.
  5. They look ok but you should post what you used as a base to see how much you actually did since a reskin doesn't involve you starting with a blank canvas. Also, IMO you're sort of beating a dead horse into the ground doing clones, it's in second place behind the reborn models.
  6. Hopefully you model new hands before going any furher.
  7. Your bolts for the caps are set up wrong but I don't know if that will even help, refer to a base model to see how it should be.
  8. Only way to know for sure is to run it with a clean base, I've never had this error before but my base folder at the same time hardly has anything in it, I don't like to clutter it up with pointless things. I think it's best to have the CD version from most of what I've heard, it can be bought for a mere $10, saw it at staples not long ago when my gf and I were buying a printer.
  9. 5800 is very high, you shouldn't be having to split the model into so many segments to avoid the 500 or 1k verts errors either, there are ways of modeling great looking characters without excessive polygons. While newer computers can handle higher detail models than what was out when this game was made it's the games own render engine that can not.
  10. Back of the shoulders, buttocks and elbows need some fixing up or they may not deform very well. Elbows seem like if they bent the way they are 90 deg they'd stretch the textures quite a bit. After looking at the reference closer if it were me I'd actually start over and rather than use the character as a reference use a muscular male anaotmy pic as ref so you can get all the muscle structure correct, the suit apears to be either very form fitting or similar to Old Snake's where it's synthetic muscle that assists the wearers own muscles. Make the edgeloops follow the muscle structure, I know it wouldn't take long to whip up a new one.
  11. We want wires! I hope I can get this across the nicest way possible but WHY does EVERYONE who uses max use it's render engine to show an INCOMPLETE model?! Just show it flat shaded with wire overlay in the perspective view to get a good idea of what it looks like. Can't offer any advice when I can't see the construction of the model, like the starkiller model by HK for instance, it doesn't look bad in game with textures but import it into a 3d app and you'll see it's quite a mess. I know you were trying to IM me about this like early as F this morning, kinda tough to talk when we are on opposite sides of the planet, one of us would be losing a lot of sleep O_O.
  12. Really gotta fix the hands, they look as if they were carved from wood, very blocky and the anatomy is wrong. This is a very good video showing how to model a hand correctly, it's done in maya but it's pretty easy to follow a video from another package as long as you know the tools and terminology.
  13. If I remember right Inyri knew how to use the tools released with the SDK's to generate a proper .roq file, may want to ask her about it, it's been a while though.
  14. 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.
  15. You had better download the program because if I were to make the video for people who have never opened the program in their life it would be HOURS long, my intention is to make one with the people in mind who have a grasp of the program and it's basic functions, mainly for those who already know how to use it to build their own models. It wont be teaching how to weigh models, while I will weigh a model during the video it will mainly show techniques on how to do it quickly and efficiently so people see it's pretty easy.
  16. I'm waiting on Inyri to texture my Kain model, was going to do a video tutorial for Softimage taking that model from start to finish, fitting model to skeleton, envelope weights, segmenting, heirarchy, export, compile and test. The thing is even with a video tutorial with narration it wont help a whole lot if you don't know the software at all so some basic knowledge is needed to start. The reason why there isn't such a tutorial is because you can learn all the things needed, they just aren't written for this game but it's still the same thing.
  17. Perhaps after Kain is finished.
  18. The only problem with Mod Tool atm is the people who once were putting models in game aren't around to clarify what exactly they did. I like said above use a free student licence so I've never had to rely on Mod Tool and I haven't been able to get certain models in game. I exported Inyri's geth model from the 2013 version to the game and imported that very same .XSI file into Mod Tool 7.5 and re-exported and it worked but when trying to export something made in that program I couldn't get it to work. Something is being overlooked like an operator that may be frozen which I beleive is linked to possibly the cluster that holds UV info since that is what is lost when trying to use Mod Tool so for now it's not working until I can go over some things with a fine toothed comb. On the topic though, Almighty_gir and Inyri made a great Malak, just needs to be put in game which I guess was my job but the model needed to be reworked quite a bit since it wasn't built around the JA skeleton and proportions. Maybe Inyri has some pics or you could probably search it on GF and find the old thread.
  19. ^Hope you don't think that there is a restriction on scale because there isn't.
  20. Yes, npc class is the main restriction in the game and not animation. Either with the atst class or the rancor class I think you'll be limited to 2 weapons, a primary attack and secondary.
  21. ^I USED to be like that, but after playing online and realizing SP no matter how high you raise the difficutly can never compare to fighting a real person.
  22. Why mod sp? Every sp based player I've ever dueled online was easier than the weakest cultist npc on padawan setting. Sp just spawns nub players.
  23. It compiles but will not merge with the rest of the animations. Will either have to remove the rest of the bones or recompile all animations, as simple as that.
  24. Well, glamerge doesn't like my file since it has more bones than the JA _humanoid.gla so either I remove some of the bones or attempt to recompile the _humanoid.gla file using the source files which for the most part has all the missing bones with animations while some here or there don't so some fixing needs to be done. Thinking of using MOTOR to transfer each sequence to a root pose skeleton and try to have all the _humanoid animations in a single SI scene file.
  25. Seems like I need to play Sonic Generations 2, like the classic remake of the Sonic 2 boss.
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