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Vade Parvis

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Everything posted by Vade Parvis

  1. Model is already done, and recently has been converted from Blender with correct custom normals (I had to search way to do this almost from nothing). All textures already done, too. I will try to finish a remaining bunch of little things in the next couple of days and then immediately upload model to JKHub.
  2. I had some issues with normals (due to the fact that GLM exporter for Blender constantly brokes normals when compiling Ghoul2 model), but now it's all have been solved (in a roundabout way). At the moment, I only have left to do some small things: MP icons, shader files, readme, screens for publication etc. A few simple rough screens from the recent MP test of the model:
  3. Hello! As I understand it, you have a version of the Hapslash's Imperial model which has been converted for JA. Could you send it to me, please?

  4. Hello! I'm still alive ( ) and keep working on this model, after several lengthy interruptions. It's fully functional, but I want to make a few more small improvements before publication.
  5. At last we all waited for the release of this great model It's a fantastic work, respect!
  6. Ok, thanks for the information. Maybe, I'll can do something in Substance Designer special for publication, if I can sufficiently understand this software. And tell me, please, which is the "threshold of originality" is actual for this case? Can I use, for example, the original texture of life support monitors with new textures of clothes? Or can I combine original and new elements at the same new texture?
  7. Same thing, but with a fake bump effect added to basic diffuse maps:
  8. I'm currently working on porting of this model. This outfit made a really great impression on me
  9. Hello again, comrades! Thank you much for your feedback and constructive criticism! I had a long break from work on the model, and then I gradually resumed work on it — and now, finally, the model is ready for release. It remains to colorize textures in a team colors and create additional options for common color schemes (skins for an AT-DP driver, hovertank driver etc), prescribe shaders and dash off a long and boring readme ( ) — and it can be released. Since the last major break in the work model has received a lot of new fixes and improvements — both a pre-planned as well as not planned specially and came in the my head already during work. Also I learned to work with weights — so that, there should not be any significant conflicts of animation with objects that have different origins or with heavily reworked elements of objects. Yes, I almost immediately wanted to make a version with an open face and glasses, like original AT-ST driver by Monsoontide — but with a more authentic design of glasses and with an option where the glasses are pulled to trooper's forehead. The result looks like this: Some limited release is occured, apparently. I kept an archive dated the end of 2005, in which the model contains separately. In the readme file was mentioned that the relevant siege map at that time still was in the development.
  10. hello, guys! I have been working on a model of this character for a relatively long time and recently discovered this request. In base it's an assembly of "frankenshteined" parts from several models with follow of some mesh editing, including fully new helmet mask (originally it was supposed to be only a stretched fragment of the clone commander's mask by neomarz1 with texture of driver's mask, but later it's place was taken by completely new mesh — which eventually also was complemented by a highly detailed visor from DT's stormtrooper), retexturing and some rework of UV maps. Currently, a mesh is finished, but there's still some work on texturing. Some WIP screenshots:
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