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minilogoguy18

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Everything posted by minilogoguy18

  1. I can say they are not as large as they seem in the picture, the pen is large.
  2. I've been using the large intuos 3 for 6 years so far, a must if you're doing any sculpting in mudbox or zbrush, also use it for sketching.
  3. They don't even seem to be hosting JA anymore, probably because of the attacks. A friend had a server through mammoth games, was great, even though I didn't own the server I had full access so I can vouch that it was a good host. Good ping and reliable. They also host my favorite mod, lugormod.
  4. Before you're updating drivers are you uninstalling the old? Sometimes there can be conflicts with bits left over from the old driver.
  5. When you set the custom width and height did you set it to your desktop resolution? The opening cutscenes or any custscenes that are .roq videos wont work in widescreen and always will be black no matter what you do. The black screen during gameplay though is definitely a resolution problem. Also, if you are running the game in a mod like JA+ there may be another cfg you'll need to modify for the resolution to be right as some mods will generate their own config file.
  6. It's very out of proportion, feet are too narrow, legs too short, arms too short, head a bit too large and hands too small.
  7. Your video card is stupid old, it's no wonder you can't run anything in your native resolution without lag, it's not even a driver or pc problem, hardware is just way out of date. The chipset is from 2007 which in technology terms is ancient. Since you're on a widescreen monitor try some of the fixes here or run in window mode at a low resolution, try setting the graphics to a medium setting in the menu, granted you are able to get to the menu. http://www.widescree...di_academy.html To say a game doesn't support widescreen is retarded, it's a rendered 3d environment, not pre-recorded video that's being stretched to fit. The only parts that are stretched when playing in widescreen are menu's and huds. Also, I've run TONS of way older games on win 7 x64, Star Wars Rogue Squadron and Star Wars X-Wing Alliance to name a couple in full widescreen, didn't even have to go to classic theme.
  8. Reminds me of Metal Gear Solid: VR Missions
  9. Well I'd say I have around 6 or so years with Softimage alone and more like 10 overall with 3d modeling since I started out with programs like Milkshape 3d and 3ds Max before moving to Softimage. I don't know if I could land a job since I don't even find myself having the time lately to even pick at some models that I have that are half finished let alone put together some sort of portfolio. My cousin on my moms side has been doing it for over years, I think I need to just get a hold of her, been a long time but she may be able to fill me in on whats needed since shes at the point where shes doing the hiring.
  10. My GF had that scholarship, payed for everything, about to graduate to become an RN. I'd like to try to get into the industry but couldn't go back to school for a degree relating to it, see too many people come out of school with skills that seem not so great, seems like the former game modders make the better game artists just from having tons of more hands on experience.
  11. Oh yeah, forgot about that one, good thin about it is that it's free.
  12. ^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.
  13. 90% of the time enviroment gloss shaders are used incorrectly IMO.
  14. 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.
  15. ^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.
  16. 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.
  17. Hopefully you model new hands before going any furher.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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