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minilogoguy18

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Everything posted by minilogoguy18

  1. Just updated the Softimage tutorial thread and added the next video in the series, all that will be left is export to game.

    1. Show previous comments  1 more
    2. minilogoguy18

      minilogoguy18

      Yeah, I'm planning to make the final video Monday. I'm gonna have to refresh my memory before I do so I don't goof up as much as I did on this last video.

    3. Cerez

      Cerez

      Thanks mini! I've personally found that tutorial very helpful (even if some parts of it are slightly too technical for me), but it's still missing those crucial steps of getting the model in-game. These last videos should really help to complete it. This tutorial is a really valuable resource to the community.

    4. katanamaru

      katanamaru

      Thanks a ton for all this Mini!

  2. Sounds like he wants to just port models from that same site that hosts all the models ripped from that clone wars game that everyone seems to like so much.
  3. I don't get why clan kids bring this crap to modding sites, most people who mod aren't even active in the online community to even know wtf you're even talking about. O_O
  4. Gah, I really need to finish recording those videos, since I'm off until the 30th maybe I'll spend the time to do it. Modding has been on the back burner for a year now and it kinda looks like it's going to stay there for a while.
  5. No one discouraged him, no one ripped on him, just said that the model had too much detail that needed to be brought down, this is an old game engine. How the F do you people get butt hurt so easily? Are you guys really THAT soft? I swear, the times we live in. The sheer fact that this thread even exists is a total joke.
  6. Aspyr doesn't own Jedi Academy and like already mentioned the copyright to this game is gone but whatev's. I also don't own a Mac so Aspyr couldn't do anything regardless.
  7. The problem is like what was sorta said here and said in other request threads is that it means dick that you're paying an artist, the real problem is that you're paying for a copyrighted character that someone else owns legal rights to. None of the requests for such things are ever a true original work. Porting is actually totally OK IF you own the games you're porting from, porting to and not redistributing it.
  8. Polycount has both 2d and 3d artists, most of them are working game artists.
  9. I haven't seen or talked to Hatrus in years, the community kinda ran him off since he never really made much of anything, most of the things he posted were ported from other places. @@Zappa_0 may be the only person who still has these since he seems to collect such things and has held onto a lot of mods that are no longer available.
  10. Found a original 1983 VHS copy of Return of the Jedi at GoodWill for $0.50

    1. Show previous comments  9 more
    2. IrocJeff

      IrocJeff

      Yeah, its really funny that the sound was recorded more accurately for a better those with home theaters.

    3. Circa

      Circa

      I have the original edit dual disc DVD's of the original trilogy which has one disc of the remaster and one disc with the original film edit. They're really expensive now, but got for like $10 each when they came out.

    4. Omicron

      Omicron

      Oh wow, impressive! Good find

  11. The neck is also way too long and doesn't seem to be anatomically correct but I'd have to see wires to really make that call.
  12. Yeah, the ears are the only real geometry problem, the texturing is odd though, very uneven tones.
  13. I'd delete these edges, they really aren't doing anything, you would also get rid of 2 triangles in the process.
  14. I do it similar to crimsonstrife, start with a single quad on the bridge of the nose and extrude out the model from there, the face takes the most time, after that the torso, the rest comes quickly after that.
  15. Just another Monday... http://i.imgur.com/Ff0rUt5.jpg

    1. Show previous comments  2 more
    2. Merek
    3. minilogoguy18

      minilogoguy18

      It's an engine and transmission from a 2000 Honda Civic DX hatchback. I replaced the one that had internal damage and 276k mi with one that had only 36k mi.

    4. eezstreet

      eezstreet

      cool model bro, show verts pls so i can critique

  16. Yeah since she was the true Jan Ors. You don't really need a good rotoscope, you could just build a basic head then tweak some verts in local space til you get the shape you want.
  17. This is the same method I tend to use, just make sure to plan everything out so that when you go to fill in areas like the temple and cheeks the poly flow remains consistent. Just need to rework the upper eyelid some, it should have a slight fold from the center close to the outer corner.
  18. Hey, everyone has gotta start somewhere, no one is born with knowledge.
  19. Sorry about the incomplete tutorial series, will finish them once I move, hopefully that happens some time this month.
  20. Must be something on your end inside of 3ds max, should get to the bottom of this since whatever you're doing could be applied to other 3d programs as well to stop the seams.
  21. Sorry, just being real, the shape is very off, doesn't really seem fixable, curious to see a wireframe overlay.
  22. I personally don't need them in FBX but like mentioned others may be interested, I was kinda doing this just cause, it's most useful for other Softimage users since I have all the animations named and such. You can even blend or rearrange them how you want using the mixer, like say combine an upper and lower animation that wouldn't normally be combined in game to make something.
  23. Well I have it already started, just like I said, kinda repetitive work, gets boring pretty much copy/pasting and organizing at the same time. What I did was I took the base skeleton, stored it under a Model object, then created another Model object, drag/dropped the dotXSI file under the second Model object since with Model objects you can have things stored under them with the same names as another Model and not have any conflicts. http://softimage.wiki.softimage.com/xsidocs/bk446001.htm#Rbk30992 I would then go to Action>Store>Transforms - All Sources to store all keyed transforms as a clip with it's own mixer under the Model containing the imported animation. From there I would of course properly name the clip to match it's name in the animation.cfg file as well as give it it's proper start and end time then just simply drag/drop it to the unanimated skeleton to it's animation mixer that it had stored. Since the naming of the bones were all the same everything transferred over seamlessly, the only problem I had at first was some of the files used bone chains where of course the heirarchy would be different which would mess up the transfer but I found a way around it. EDIT: Oh yeah, I also have a connection mapping template set up since quite a few of the animations are JK2 ones so naming doesn't match like for the left hand tag bone so it automatically fixes that. I also forgot to mention that this skeleton has ALL of the bones from both since it seems that the games animations were originally done on a JK2 skeleton with a renamed hand tag bone then they just didn't weigh the models to all the bones causing them to be ignored on compile. What a waste.
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