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Everything posted by ChalklYne
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I seeee.. will get on that and report back with changes Thank you gentlemen
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These screenies are Zbrush but I can break it down into a much lower res .obj with a texture
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Hey @@CrimsonStrife, how bout I send you the high poly mesh and the texture and you peek at it from all angles and maybe get a better idea for whats going on?
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a buncha alpha mapa XD
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A really low poly model of a felucian head. Will be cool once I get it sculpted Here is what I have so Far with the head I am still working on body. Some other time perhaps
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I am liking the way this one is coming along So what is throwing it off? Front of the jaw too thin u think?
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I would just like to kick around a few ideas to the coders of the site and see what we end up with by the time this thing is done. Here is a wishlist of coding requests. I understand that none of the coders really like to try and implement new dynamics like this into the engine, but I'd at least like to start throwing ideas around. I will try to keep most of it as "simple" as possible, even though I know it is all daunting. 1. Gripping I would like to be able to grip more than one person at a time depending if they are within a certain map units of the person being aimed at. If i aim at one stormie, and there are 3 within say 64 map units, grip them all. 2. Joystick support I would like the ability to configure an xbox 360 controller to the game and bind cfgs to the buttons. It works a little already, except the triggers wont work and im not sure what syntax to bind like... bind js11 exec poop.cfg 3. Fake stress mapping I would like to be able to swap .skin files once an anim is executed. Like how animevents.cfg works with executing an efx file once an anim is played, instead each anim can call its own skin file mainly for fake stress mapping, but can also be used for a few other things. Mainly the fake stress mapping for facial anims though. 4. Double jump A way to incorporate double jumping instead of holding down the jump button and reaching ridiculous heights. Just a single tap of jump gets u up to about a force jump level 2, and the double goes up to about where force jump level 3 would take you. Eliminating those huge jumps you see as you won't really need them in this mod. Thanks for your time guys
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I got the idea from an old sub zero brawl model, thanks man something liek this might work. Nonetheless I shouldn't even be showing pics of this guy yet I have so much other characters to finish first.
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I wanted to give him a chestplate kind of like war machine (without the arc reactor circle), but with really bright white lights on it, possible some lights up the back of the helmet and up the legs and arms and possibly do something like "flash trooper" giving off the impression that it is meant to run in a room and stun everyone with kind of a built in flashbang. i dunno. still kickin around ideas i also have a rough draft of an elite trooper i was working on of my own. built in flame throwers, blades, possibly nightmare trooper or something,,, heres an example but like i said still kicking around ideas for my custom trooper(s)
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Damn you @@Barricade24 24 and @@DT85... damn you all. After reading your crits and staring at my models over and fucking over I have come to realize that I need to do it exactly like the ref pics, and save my version of the "sleeker" armor for my own custom trooper. Damnitt. So there will be some significant changes here and there to the jump and evo. Know why? Because the jump and evotrooper, look cool =P Mine does as well, but in a different way and they should be kept seperate. lame but I agree with you both now 100% and will focus more closely on the refs for these 2 fml
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Him, Ashura, Inyri, and mini are the reasons I got into modeling rather than animating or mapping. So they all have earned a place deep in the sub-cockles of my heart. I think this thread has served it's purpose and anything else might be derailing at this point. I dunno. I'm just terrified of derailing the don't derail thread
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I think I shall leave it like this today wait for some crits and go back to it later with a fresh eye
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Seems like my 45 degree angle is the one thats taking the biggest boat to fuckoffity land right now. I will use some of Ashura's advice that he gave me yesterday and see if I can't fix that today. Along with continuing to texture the Rodian I am also going to setup the scene for his body, get that all capped and do the heirarchy so I will just be waiting on the head
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Ahhh I see.. so you weren't a douche, you were a necessary situational douche XD Tomato Potatoe You should see all the crap I give the staff XD And let's not bring up the ransom note to the White Elephant, Nor my mass emails to all the staff members about granting me Powah lmao! Good times. Point I'm making is that as long as it's all in good taste stepping a bit outta line is no worries. I still love you @@CrimsonStrife. Truly madly deeply
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http://jkhub.org/topic/2267-my-attempt-on-starkiller/ Check that out as well. Killer work there
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Sweet =) Because I do try to keep things on track but I am just a little short bussed And i agree that thread went haywire
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yeah, and @@CrimsonStrife, sounds like u were a bit of a douche. XD I haven't seen inyri in forever and it sucks. Or Corto. And that fills my heart with shame. where is corto? I used to PM eezstrret. and now that is all wrecked! That will be all. Sorry to derail the "dont derail" thread
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Sorry XD I'm like Ricky from trailer park boys. Once I get my grade 10 I'll be able to think my thinks better and talk my thinks with... fuck... XD
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@@Jango40 Huh? lol Did I miss a hyphen or something?
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XD Judging by the difference in quality of work, I would say probably not. LMAO Everybody knows I am a spambot created by the robot @@Circa, who is a robot created by Cael. Main reason as to why I am so reluctant to release this beta version, is it is still way weak to me, and there is a lot of people who followed this thread that arent here anymore, and people from FF who remember me trying, and I would just dislike for everyone to see this version on MP somewhere and think "wow, 2 years and thats ther finished product?!" So I will not be too anal retentive with the beta version, but I would like it all at least to flow a bit nicer. Look at @@AshuraDX's texturing on his Starkiller. Very precise, very well thought out and executed. Mine looks like a beta XD I would like to fine tune some things first. I apologize if I came off as dickish, I just really dislike Starkiller atm lol I have had a very serious problem with modeling my whole "career", and am just now fixing it. I rush shit. It shows in my work. If you can see by the sculpting and texturing of the Rodian head I am working on, I am trying to slow down and pay more attention to ref's and detail. I am going through and retexturing most of thre TIE facility right now for just that reason. I am hoping spending more time on each individual piece will make my work seem less cartoony.
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Sounds good. I will experiment man thank you. I will have to research how to render a cavity map in Softimage but that should work out very well great idea @@AshuraDX
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I apologize for double posting but I wanted this separate. So I am going to make a rendermap for this right? I will render the shadows at a regular lighting with no specular gloss, but, I was wondering, if I did that, then rendered one with say a bit more lighitng to the front, and with a slight specular shine, will it look good ingame with the diffused render as diffuse, and the specular render as specular in the shader? Seems like it should right? Now, to more difficulty,.. If I render the shadows in the diffuse map from lights a bit more on the top of his head, and render the specular from a bit lower, will it show the scales a bit better when you spin around him? Does that make sense? I want to show the scale shadows from one direction in diffuse, and the shadows in another direction in specular so it gives the illusion of normal mapping And here are a few meaningless renders I thought looked cool and wanted to share. No need to crit them just wanted to show them since I thought some of them looked cool
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@@Circa thank you! some other adjustments. I will be fixing his eye size and those little spikes on his head once I get it back to Softimage, since I dislike Zbrush's tools when it comes to low poly modeling and resizing and translation and stuff Oh, and his lips will be fixed in Softimage also, I screwed them up 9or didnt finish them I should say) and they need to be adjusted in order for me to get the shape I want. On another note: For all other Zbrush users... Did you know, that you can import a mesh into Zbrush, without UV unwrapping, sculpt it and paint it, then go back and unwrap it later, reimport it into Zbrush and transfer the subdivision data, and all will be applied directly to the new uvmap?! That is insanity. In other words, make a box, dont unwrap it, just import it into Zbrush and start sculpting and painting it, then later on when you get it unwrapped, reimport the obj into the Zbrush scene and it will prompt you if you wish to transfer the high resolution data, if you say yes, it will transfer the sculpting normals and polypaint directly to your new UV coordinates. this comes in handy, especially in times like this where I screwed his lips up but found out about it too late, I can go back and remodel his lips, re-unwrap it, and it will still look the same in Zbrush without having to repaint and resclupt anything. Cool stuff.
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A better start? I've only really messed with his face so leave his hair and ears and the back of his head out of it until later on today when I post new pics