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ChalklYne

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Everything posted by ChalklYne

  1. in progress waiting for my kids to get off school Right now hes still screwy...but bare with me
  2. It looks nothing like witwer to me... so ill be using this as a base to sculpt from
  3. Oh ill dropbox u the obj right now. Last night, I wantrd to start a new head... and i was always pissed I couldnt get his lips right, so i just imported the SK model and traced around his lip lines with far fewer polys. After that... I was liking the results and kept going. Granted his head is very lumpy and the shadows dont fold perfect... but the topo is good and I know its proportions are correct because I stuck as close to the model as I could. Ears modeled cheaply, nose as well... but I wanted to save tris and didnt think those areas needed that much anyway. Ill send u a link. Ill be finishing the militia sabateur most likely today... But Id like to transfer Sk's eyes_mouth over to his first.
  4. Yup I just have to snap a few verts together for it to be on there... just wanted to get it positioned and everything. Screw those ears for now lol
  5. so... I wanted to paint this guy before I showed any pics... but... I just broke my mouse lmfao Im off to buy another one.
  6. That lowpoly is so pretty...
  7. Just touching base because I havent posted anything in a bit. I have made almost all of my characters off of a base mesh human male. The past few weeks, I have been getting that base mesh rigged so I can just transfer over weights for the most part with GATOR with just some extra fine tuning. This way I dont really have to rig each character so individually. I also have been playing around with the mouth_eyes and eyelid setups and getting that so I didnt have to do it for each character. I have maybe 50% of the TIE Facility character pack ready to rig, with the rest just needing some adjustments. I am almost done with all of the TIE Facility throwables. Thats in the past maybe two weeks. Ill try to get the rest of the T.F. characters ready to rig in the next two weeks and finish up the throwables. After that, I will be finishing all of the T.F. map objects so I can lego it all together. Im hoping I dont have to build my own maps though, as there are so many talented people here with GTK Radiant, and I barely dabble with it. The map will be built already for them, it will just need floors and area portals and stuff. I am also going to build a "pathway" through the T.F. out of a few planes that hopefully we can convert to ASE and use as bounding planes for the map objects, instead of having to go through and noclip brush them all or whatever. Once I get these things done, I will be focusing on the menu/Rogue Shadow. The ingame menu will be a map with different areas of the ship dedicated to different options (training holodeck, skins, mission selection, save/load, saber selection, upgrades) This way, once I get these done, I can maybe release the T.F. as a beta for the mod and get good feedback by the time its done as to what should be changed or added. Seems pointless to post any pics right now... Ill post a video or something soon instead, IN the TIE Facility, AS a Kota's militia sabateur, force repulsing a bunch of cool crates around and using my custom force push to obliterate. Thanks for your patience.
  8. Yeah i do it all the time? Not sure what I was thinking there lol. Im excited to see how this turns out. I just built one I consider to be quality out of 1600 tris... so once i get some time to sculpt it, we will set them side by side ingame and get a good feel for exactly what details should and shouldnt be modeled in for future projects and reference.
  9. Yeah i really dont see how you can even use it to render shadow or high res maps because youd have a completely different uv layout between the high and low res. You would have to unwrap it by cutting one seam and do the same with the low res on the same edges and try to line them up in photoshop? Id reccomend a low res model with a high res sculpt Or... we could experiment and you continue making an extremely high res model, ill do a low res with some sculpting, and lets compare ingame?
  10. Jesus man... this thing is intense. Good show
  11. Thank you mini! Im about to go play with her now. Edot: Amazing work man. Now how can I get a controller or object oriented correctly to use as a reference in the two person animations i.e. kyle stab or hug and stuff? Ive always wanted to play with those. Also, maybe a wall thats in the correct position and orientation for reference on anims like wall run?
  12. Well... we have people here who take pieces of models and stick them together... we refer to that as frankensteining. Which requires you to have to base xsi files, or do some crazy hex editor stuff... either way, those are the people youd need to ask, and the WIP thread is loaded with them.
  13. Im sure one of the Dr. Frankensteins we have would do this for ya, as they most likely have all the base xsi stuff ready to rock.
  14. Those breasts look nice. Who skinned that?
  15. I know you can add a bolt_driver to anything... you can add yourself the vehicle anim lines from their animation.cfg but with frame #s corresponding to your own personal gla frames you want to choose for that particular anim. You can add custom gla's to the .veh files. So to sum it up, what it would require is maybe instead of playermodels you spawn .veh players?
  16. It seems like that would make accurate skinning a pain... unless you realized that ahead of time and took it into account when unwrapping, overlapping the triangle filled discs on top of each other respectively so you can tell what parts arent being seen and thus giving you proper edges. It does reduce the transition poly counts by 50% though XD. Good advice
  17. Well... tbh... You should have modeled it all out of one cylinder with like 8-10 sides. If you look inside your model you will see hidden and wasted polys because its a few pieces stuck together I believe as opposed to one flowing piece. Looks more like an unreal weapon as opposed to jka. But... what you can do... is finish it, then use it to render high res shadow maps to apply to a lower poly more cleaned up cylinder that the engine will love you for =) It will help you immensely on the unwrapping process as well. Edit: nah, theres not enough fine detail there to need to render out any maps from it. From a community standpoint, I say finish it up, see what she looks like... from a personal standpoint... But thats why we nitpick, because maybe you will learn from your mistakes and be greatful in the long run for being forced to do it right. Sorry for hijacking
  18. Thank you for the offer! This particular mod will have no need for ports or Frankensteins. It is actually the polar opposite of the point of the mod, which is to have a bunch of new material that people can Frankenstein and mess around with. I will take a look at your mod though!
  19. Also, take one of those models with the high details and tri counts, and spawn it ingame... you will notice that the minor details literally cannot even be seen. I learned that by trial and error. Takes a bit of problem solving, but you wind up with the best results by a bit of trial and error and calculating a proper relationship between tri count and texturing. Staff looks nice though man. My theory is she ends up weilding a saber pike.
  20. @@Rooxon The menu editor part would be awesome. I have a few ideas but besides that I have no set ideas as to how the mwnu would look or function. My ideas pertain to things like... -Pause menu is small and centered so you can still see the game -Cheats menu Also, i was setting up menus in a fashion that had "unlockables". Like once you get to the next level, the menu system has a few more things unlocked as you progress.
  21. Eye candy brotha. Good job.
  22. I vote for this little area. It doesnt look like any other jka map ive seen. Maybe dogfighting going on above you? This would be a nice one https://youtu.be/FEmyB9iUUek
  23. I put the image comment in spoiler tags for your appreciation. I almost have it figured out as a material
  24. The displacement map so far. Im fine tuning the Militia Elite right now getting him ready to get unwrapped.
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