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ChalklYne

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Everything posted by ChalklYne

  1. not sure... lemme freestyle one and see. give me 10 minutes
  2. oh i didnt read the not for a game part. badass dude! i want to do a high res grievous one day
  3. Lets get a vert count or tri count if you dont mind.. Im always interested in that
  4. yeah it seems to bug out around 6000 tris... my question is for DarthShiftee... his apprentice is like over 7000 and i get no errors =( i honestly think its related to tags
  5. chin up u deviant bastard =P im still going to have my own starkiller as well. Not that i dont like ashura's, i just want to take a different approach to it and see how it turns out, but am not really too concerned on it atm.. working on the tie facility exterior and finishing the tie fighter hey deviant you know who you remind me of? ol panic98 anybody remember panic98? from GF? ahhhh he was great i miss em.
  6. Very well... continue =P oh... and get some sleep dude lol dont b like me and mod 48 hours straight lol
  7. I really dislike the straps. And as for the torn peices of cloth... dont do it like that... do it like this... exactly like it looks. Paint the rips exactly like this. For the straps, make each one independent man. Wont cost u but maybe 100 tris and the entire model would look so much better. Then overlay maybe a stretched satin texture (easily created in photoshop) to get that clothy look to it. with this guy, if u spend so much time on the face, better spend so much time on everything or itll look like a decent head transposed onto a jka body. you're scared to use a few more tris huh? its yer model bro
  8. http://www.youtube.com/watch?v=T7H9xEesilU
  9. *My Very Un-Educated Opinion* Alpha map those damn buckles, optimize the tris in the furlows. Delete the bottom depth of the belts as they will not be seen, and spend those saved verts back on the arm and leg wraps. Also, the chest armor, doesnt have that sharp point near the front on the neckring portion does it? It's more flush with the armor I say *My Very Un-Educated Opinion* because you taught me 97.4% of what I know about modelling, and I'm sure itll turn out fine. but my opinion is like a firey burp locked inside me and I just combust if I dont let one out every now and again. Screw it I'm resurrecting my SK tonight... Master vs Apprentice >=) You're prolly gunna blow mine out the water... If so.. may the fleas of a thousand camels infest your balls.
  10. It's starting to reallyhave his likeness I'm pretty excited about this model. And with your previous work such as Lurtz, The Witch king, and the Bezerker Wookie, I am very excited and anxious to see what you come up with for his body and textures. Grade A work here brotha
  11. SINGLE PLAYER!!!! all day I don't play MP. I tried it once, but got hacked the f*ck up lawl I prefer single player mods, because I like the freedom to walk around slowly checking out the level and details and not be sniped in the back o tha head with a concussion rifle while doing so. I like storylines. I find MP games a bit too fast paced for me. Ive only downloaded a few mods, and mainly to check out their shaders rofl seriously. So I'd say my favorite type os SP mod, would be the animations. Theres a lot of fun things you can do there. So probably @@katanamaru 's backhand saber style would be my fav =P I would like to see some code mods for SP. Someone fix that damn "Ran out of transform space for Ghoul2 models: Adjust mini-heapsize in SV_Spawnserver" or whatever that is when you have a character with a bit more tri's. That and More UI mods. Ive done amazing things with the Ui, I'd like to see someone take it to the next level and really destroy a nice new modern UI for JA
  12. I wasnt planning on it, just seemed like after I built a piece in GTK, I looked at it and thought hell, I can save 75% of those tris and use only one texture instead of the engine having to load 5 or 6 for one detailed piece. I exported the brushes into XSI, and just rebuilt em with farrrr less tris and it will only have to load 1 texture for it. No backfaces or between hidden faces. Granted those issues can be solved with caulk, I just figured it was better on the fps mainly because of the texture thing. Also, in gtk... if you move verts around and stuff, you risk stretching textures. I got frustrated with it and said screw it Im just gunna build this peice in XSI... and got addicted. Now I just need confirmation from one of the coders maybe that this will be easier on the engine. I'm just more worried about how JA will act once I have a map of 95% models. The tri count is wayyy less than any normal gtk map, and the textures are far less as well... Just not sure if those will make a significant difference. I will tell you this much. i have every model right now set as solid in gtk (just because i wasn't sure how to do it until scico let me know whats up) and it seems to play fine. and I have a ton of detail in here. So I'm sure once I non_solid, turn into detail, and clip it all, it will be pretty sweet.
  13. Ooooh a shiny... Hello Flash Akimoto is correct, but mainly it's water you want to keep us away from.
  14. A piece before I uv unwrap it
  15. The eyebrows, the hairline up a bit and angled, and the scar on his eye goes below the eye too. Plus he has a small scar across his nose. Notice the retina size differences... IDK if thats relevant or maybe an angle thing
  16. Once I make them non_solid... wont they stop receiving shading info from the lighting?
  17. awesome. hairlines just too scraggly. you can see in the game he has a nicely trimmed hairline all around. great job some quick hair refs 4 ya i have a "short hair brush" for zbrush if anyone wants it. it works wonders also... @@AshuraDX check out that shadow in the side ref pic that goes from his upper lip almost down to his jaw. looks like a major witwer lips defining area. maybe that'll help tie that side view in a bit more I also think you should maybe work on it a bit in low res mode so you can fix those blocky shading areas if you can since of course ingame it will be the low res model also forehead looks too squared at the top also try and fix that ubtusely stretched poly at the sides of his nose causing that shading problem. its the one touching his nostril, then does an obtuse angle to attach to his face. maybe bring that far right vert in a bit towards the nostril til it has a smoother shading transition? youll see what i mean when you check it out this one... see how its folded in half because of the angle its at?
  18. And here it is all optimized (meaning I removed un needed tris and backfaces). So With the GTK export being almost 10,000 tris, the new exterior will be roughly 1,232 tris and instead of 50-60 instances of textures it will call for just two. Should be ok for FPS I hope. I'll UV unwrap it tonight maybe
  19. Exterior rebuilt. Still have to optimize it and uvmap it but I'm liking how it turned out.. Plus I can do it all in maybe One texture, then possibly alpha map the arm extension peice and the cascading peice if that pillar after I get it to render nicely. Hell I dunno. But how's it coming along?
  20. Sorry man I should've pointed out in the first post that I have no idea of mapping and lighting I can't remember much at all. I edited that last post I do understand what you're saying and agree the hallways need more lighting, and the ambient scale in gtk should be lower i think its at 64 when i put it at 32, it looked black as hell through those windows. I think maybe I should drop it back down, and fix the glare on those damn windows so I can see it better Ive exported the brushwork and will now build a more optimized version with XSI to save tri's and texture loading. so the majority probably 95% of this map will be models. i dint plan on it being that way, but as opposed to gtk I can build it in xsi with far less texture loading and tri's. I'm just not sure the best way to compile the map in GTK... Oh crap i think i remember... the models will all be detail right? And non_solid? Then you have to no_clip it in gtk huh? Something hell I'm lost. I'll just keep building =)
  21. A little more work. The exterior is all base textures still until I get the geometry decently beleivable. I'm trying to save as much geometry as possible. So far only the exterior and floor are made out of brushes. The rest are models. I think I will finish the TIE fighter next so I can wrap up the hangar and move forward Im trying to play witht he exterior lighting as to kind of blacken out a few areas to save geometry... As always... a WIP I suck at texturing and might recruit someone to reskin the map_objects Hey guys I'll be honest with you... I can't remember how to map. I used to wayyyy back when I first started, but don't remember much at all. I know theres things like vis and portals or whatever to make sure you're not rendering the entire map all at once, and things like that which I have no idea about. Nor do I really feel like going back and re-learning it all as I'm sort of on a roll here. I want to finish modelling the hangar in XSI, then the wing assembly room, then possibly the cockpit assembly room, and will leave the rest alone. The halls can all be pretty much copied and pasted and twisted around to make new halls in between the rooms. And if I feel like making any other small rooms in between the halls, i think it can be done copying and pasting most of it, maybe a few brushes. Point being, I'm close to starting Raxus Prime, and would honestly like possibly someone to help me with the cliffs notes version of what I will need to implement map-wise to have an effective FPS and what not since everyones screaming MP I want to make sure I handle that aspect properly. So, either someone chip in a bit and let me know what I'll need so I wont have to read throught a bunch of websites again and waste time I could be building. The map_objects are pretty much like legos in gtk. you can just snap it all together after I build it in XSI, maybe add some lighting here and there and what-not. So yeah either someone let me know what vis and portals and how to save fps in these maps for MP, or take em and make em MP friendly after i clip all the legos together... does that make sense? I'd rather be bustin out models all day then relearning a bunch of GTK
  22. Yeah sculpting program would be awesome. Then give it to me and lemme make a cybernetic reconstruction SK. =)
  23. The TIE Facility Hangar and the visible exteriors.
  24. I agree. you should be proud of this dude it looks great
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