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ChalklYne

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Everything posted by ChalklYne

  1. its definitely the eyes messing him up now
  2. a little more experimenting with exporting the low res
  3. well i could do it by making his "morph" a taunt... then adding in an aev_effect line in his animevents.cfg. But I think if he's going to be doing any morphing it will be a pre rendered cutscene. I dont plan on having him be a really big part of the mod, and only really had him in the training room as your sparring partner, as well as once in a boss battle where he changes to someone else for a quick fight against you. and I was planning on doing that particular morph in softimage/aftereffects. I might have him have a morph taunt where he morphs to starkiller real quick and does something as one of proxy's actual taunts for as if you want to play as him. i dunno. haven't gotten that far yet
  4. it does I gave up for the night. something about exporting the obj back from zbrush in the lowest subdivision loses too much info. I may have to export to the second lowest resolution... and delete edge loops as I see fit rather that let zbrush do it. i am burnt out on it tonight and will revisit it using this method tomorrow and see if I cant preserve some of those shapes better by deleting edge loops one at a time also consider the difference in lighting in zbrush including the mass loss of geometry in the export also in the pisture above it, it is at like 1.5 million polies, when below it is at 1500 XD so it lost a lotttt of data but i think i can preserve some of the important shapes of his face by doing it manually what I think ill do is export the 2nd lowest subdivision from zbrush then go by and manually delete "unused" edge loops... then I will export the highest level of subdivision (or close to it) and create a rendermap off of that to use for the shading of the lip folds and things like that. Then I will rendermap a completed uv, with a light in the front of starkiller fully lighting his face, then turn the light to the side maybe a bit and reduce it and render that out bump and all and use that for the specular stage in the shader. dont know. will figure that out soon as i experiment
  5. here's a low poly version of the head. still need to fix the texture blending of the rendermap
  6. better shaping I watched the tfu2 trailer and paused it and caught some stuff
  7. yeah im starting to tread on dangerous ground here with any changes so some are really subtle and un noticed at first to me... good call at any rate.. better? Is the space between his eyes too wide? should his eyes be closer together?
  8. sucky as for the unleashed stuff right on man sounds good. just ask if ya need something
  9. @@Lord_Newbie So did you learn how to work radiant yet? need a hand? theres a lot of tutorials here including a real nice beginner's tutorial with videos. Check those out, and check back in with any questions after making your adjoining rooms and what not from those tutorials. Feel free to PM me if you ever need help with something that you think i'd be able to help you with. What are you planning on doing next? Also keep in mind that I'll be releasing any map objects and characters and stuff maps textures shaders everything that you'll probably ever need which is actually lame... maybe, here's an idea dude... why dont you.. make a tfu 2.5? double sabers and everything. I can show you how I worked out a "rage" mode and everything for a 2.5 I was theorizing how to do in jka. If you do decide to take that route... let me know. That would be really interesting to see and I'd be on board to help you with whatever (in reasonable time mind you i am busy) You wouldn't have to start anything over, except add on to the dual saber styles now and rather take a different route. would be sick dude i'd think about it... it would please the masses. So.. I'd start that. If i were you, i'd get into mapping... finish that starkiller dual style and the dash and repulse and camera stuff... then... map your phreaking ass off dude. Like...kill kamino. It's a relatively simple map. kill that one the best you can... map cato nemoidia to look authentic. then, you will have people willing to jump onboard and help you through the rest. the people here appreciate effort which you obviously have put in. i personally appreciate it and am trying to help u out here. So as long as you finish him up, then kill a map for it or two, it will be believable to people that you're serious about finishing and we will all help you finish. i'm not a bad person to have helping you for things like characters to be honest with ya dude... I'd do it. I'll grant you an arena gear version of my starkiller, my repulse, my evotrooper, and a beaten up proxy model (tfu2 style) for this mod if you decide to take this route..
  10. Yeah I gave that idea to firedragon, (gripped anim) which he implemented. Where the hell is Exile? Nice work redoing the cameraandtimescript thing. Good idea.
  11. The other person, in the "CHALK's REPULSE" thread that explained it to you... was Chalk brotha lol http://forums.filefront.com/sw-jk3-modding-mapping-editing/448357-chalks-repulse.html Read the introduction in it's entirety and you'll be able to fix it hopefully
  12. Either @@AshuraDX or myself will be able to help you fix that dash. Its not just the fps of the anims I slowed it down to make sure.. talk to @@katanamaru about transitions and things of that nature. The repulse, I really feel the need to just give you the working one, but, seeing that it literally took me 3 months of steady work on it to perfect it, I have to decline. All I can say is, it looks to be functioning like you want, so maybe just mess with the anim a bit like u said and im sure it's fine. Good stuff here. Nice mashing of other mods. Be sure you include in the credits the creator of that cameraandtimescripts mod youve included. Just because you saw it on a video of JAU or wherever, doesn't mean you shouldnt include them in the credits. Just my opinion. That way someone relevant to that mod might be interested in helping you if anything, and show you things like the correct dash and stuff u know? I just like to include everyone who had their hand in anything even suggestions that I end up using... and since this mod will be a mashing of other mods, be careful and include all original creators in the credits
  13. yeah I immediately saw a few things jump right out at me that I should revisit in zbrush... good thinking
  14. im thinking it could be the area under his eyes top lip isnt wide enough heres a kinda cool pic of me painting it in zbrush
  15. hopefully better showing a close up of the texture
  16. i just lawled like a madman reading the conspiracy timeline

  17. Thank you! I agree that the eyes are too big. Im thinking too wide. I have a very very low poly/ low res version of the ears going on, and was hoping to sneak it by you guys rofl!! But good eye and good point that will be next is making sure he can hear. thanx dude
  18. i figured maybe you were going to take a whack at making him in radiant or something hell i dunno lol
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