Jump to content

Vade Parvis

Members
  • Posts

    25
  • Joined

Everything posted by Vade Parvis

  1. I decided to take a little break from the Imperials, and sketched out a simple model of the R4 droid a few days ago A mesh of the dome was made from scratch, the body is standard JO/JA one with minimal changes. The texture of the body also mostly standard (with minor tweaks of proportions — original texture turned out to be unexpectedly inaccurate in the relative position of elements.), the texture of the dome is new, as far as possible made in a similar style. P.S. I want to make a few extra skins first before uploading the model.
  2. +ESB type goggles strap (already unwrapped but yet without textures):
  3. Nothing new, I'm just finally starting to move on to in-game tests: Very sketchy and rough test, immediately revealed a number of minor visual issues requiring correction. So far, no alternative options, small parts and other things, even no shaders — purely intermediate technical test. P.S. The reworked .glm export plugin works just perfectly.
  4. To be honest, initially I was very skeptical about them, judging their design by concept arts and first cover art. But after Your post, I went to become more familiar with their story arc and found that their final design is very good. Especially good is the “big guy” in power armor, in whose design I found the answer to the question of how to portray a remake of the Blaze Trooper for Imperial service. In sum, these guys are not in the main priority — but I keep them in mind. I really want to portray some of them, while others will be easy to do by kitbashing. As for concept art as a whole, it all mostly depends on the specific design. There are no specific formal selection criteria. The problem is that variety of interesting and useful character designs is practically non-comprehensive, and there is not much of free time and inspired mood — so author have to constantly face oneself and make an effort not to be distracted by secondary directions until the main ones are ready.
  5. Some progress with textures of helmet: No, it does not make sense (the shape is too different). But making of mudtrooper goggles from scratch is in the plans, yes.
  6. ESB type goggles on the way: Suddenly it seems to be one of the worst studied elements of the main SW costumes: there are almost no BTS photos, the original props seems to be lost, cosplayers use modern welding goggles with a roughly similar silhouette, replicas 1:1 doesn't exist, and for the action figures goggles are mostly either inaccurate or using shape of goggles from RotJ. I used photos of the Hasbro's Black Series Veers figure as a main reference for a general shape of the goggles (since it's a only example of recreated Veers goggles that closely follows ones shown in the film) and ESB stills for details clarification. The next will be RotJ type AT-ST pilot's goggles, I think. Fortunately, in their case there is no lack of reference material (and the shape of the goggles themselves is more obvious).
  7. I just have no words to tell how amazing it is. Outstanding work!
  8. Hello everyone! I apologize for not having any updates for a long time. At first, I finished the main work on the OT-style cuirass at the end of August: At the base of it's breastplate, reworked and combined with the Shoretrooper's backplate from Scerendo, I plan to try to make a Mudtrooper style variant later. Also I want to create a remake of the Battlefront 2 (classic) style officer cuirass in the form of a skin for the Moodtrooper's one. Most of the autumn, I was almost inactive, only in October one day I tried to recreate one of the lost Hapslash's skins (admiral Ozzel's face) of which only a screenshot was preserved. This is the result (first image is the original screenshot from early 2000s, the rest is my remake based on it): In recent days, I returned to the work on Imperials, and I can demonstrate the first results of the new helmets (OT and Solo style): As always, big thanks to Imperial_Officer for references and comments on general outlines and details. Notice that the goggles strap is an old abstract one, and I'm going to redo it more accurately. In addition, I want to more accurately recreate both types of tactical goggles later. I also think to save the current abstract version as classic Battlefront style option. P.S. Thanks to this great update of the old mrwonko's Blender .glm exporter that was recently published at JKHub, work on player models has become much easier and much more enjoyable. No more torture with exporting custom vertex normals!
  9. OMG! It's working! Cagelight, you have provided an invaluable help to all the JA modelers working in the Blender! To make it clear how much easier it is to compile the model now. Previously, to get a model with the correct custom normals, not the mess with ugly shading and lots of unwanted seams, I had to: 1. transfer mesh with correct normal data into 3dsMax as .obj; 2. export .glm from Blender, without correct normals, but with skeleton and weight data; 3. open "incorrect" .glm in Max and manually save weight data from each mesh object into external files (later I began to use the first step of this script for that); 4. manually load external weight data for each object with the correct vertex normals transferred from blender via the .obj; 5. save model as .xsi, and manually rewrite names of tag objects names before that; 6. compile .glm model with correct custom vertex normals from .xsi in Assimilate (and without a detailed explanation provided by Asgarath83 and his configured copy of this program, I simply could not use it). All this was turning final assembly of the model into torture, completely eliminated the possibility of fast compiling and testing in the game of unfinished WIP models and was just terribly demotivating.
×
×
  • Create New...