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Everything posted by ChalklYne
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getting too close for me to be able to have any crits. maybe heads a bit tall. besides that I see this coming out quite nicely. awesome improvement dude looking at the low poly model, id say you can clean that up quite easily by fixing the back of the jaw to not be so blocky, and maybe toss in an extra edgeloop around the lips? what do you think?where the subdivision is fixing it, add in an edge loop so the low poly has nicer shading. just an idea
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i dont know how to explain this... but that crease under his cheeks doesnt exist. if youll notice, his cheeks go directly into his upper lip.. the puffy sides of the mouth being seperate from his cheeks is a major misconception i was having as well until i noticed it in some interviews with witwer. here ill try to illustrate with a visual reference... as you can see, his cheeks go directly into his upperlip, with a bit of a crease near the nose, then that extra lip fat on the sides of his mouth are actually connected to his cheeks. i would say take that creased area, as well as his upper lip, and puff them out accordingly. the nose shouldnt be as squared and defined either if youll notice he has a bit of a smashed in nose in that aspect. his cheeks are also too far down and should be raised up to meet the refs. also you can notice that the sides of his eyebrows go down further. his top lip is also much closer to his nose. Damn closer than Ive gotten tho man. This guys face is a bit of a headache but once you see the flow of his face fat (lmao) youll see where the major defining areas are. My problem is I over exaggerate his major defining areas. on a more positive note, his eyes, his chin, his facial shape and head shape are pretty badass man
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I would only say to take some meat out of the cheeks, and pull that crevace out a bit so he has a smoother transition from cheek to upper lip. Just as someone said about athletic people not having much meat there. Ill try and paint over it and show u what Im trying to convey here... Amazing work nonetheless very excited to see what you come up with
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What are you working on right now?
ChalklYne replied to Beyond Heretic's topic in General Modding Discussions
Using XSI to redesign the interior of my truck a bit. I have a 15" touch screen in the front, a 22"widescreen in the back, and a pc with voice control, wireless internet, 4 wireless controllers, now I'm just redesigning the color scheme before I lay fabric. I used to do the interior on speedboats for a living. And the TIE facility and fighter -
Thats looks spot on to me man. Holy crap. Beautiful job man
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Go for it man badass! I owe ya one. And yeah I'm not putting my name all over this mod by any means and will mention everybody. i was planning on trying to include everyone as a thank you kind of thing for all the help over the years as well as an entire thank you portion on the main menu kinda like credits or something. I'll make sure to include him to the list. hell it'd b an honor. I am wrapping up the TIE fighter right now and getting it ready to post some progress pics in it's section, and intermittently building the TIE facility, I think I'll start on a rebel after the TIE fighter. I want to take a significant break from"he who shall not be named" since I keep screwing the head up. Ill work on my head building skills with this rebel and be sure to make a few different variations of the face textures as well as maybe one regular sized, and one chunky like the TFU variations with the chainguns
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i am curious where so many of you get your ideas from.
ChalklYne replied to brendhanbb's topic in General Modding Discussions
Ref pics -
Hell I dunno. Someone contact him see if I can remake it? If not screw it we can start one from scratch. I'd like to anyways. Much like the TIE fighter, I'd like to have my own version of a ST as well. If I did that... couldn't I add things like packs, paldrons, modified armor, different helmets, ammo, and other things and just rig em all to the same skele and just have variations via .skin files? I guess what i'm saying is would it greatly drop fps to have all that stuff on a model? or does the game plain not even load the geometry that is *off in the .skin? That way I could make a clonetrooper and a stormtrooper "create your own" kind of thing. I could use them for my mod, and it would be a cool download by itself. It would have to wait for about 2 weeks though because i have some things i need done first, then, i will need the ST. it would still be nice if someone could try and ask em if I can rebuild
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I'm feelin this one. Looks a bit off of course, but like corto said your mesh looks clean man just work out the finer details. Regardless it's going to turn out real nice and distort very well from the looks of it. Awesome man.
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I really want to start over theres a lot of things that would have been so much easier.
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I think I didn't fully understand his facial structure when I started and i should probably honestly start over.
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Ill have to have LOD's for every playermodel of this mod so I wish I had the luxury of being lazy =P
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How do you import the .xsi of an animation, then convert it to your rig? MOTOR the skeleton_root's?
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I kept all mine under 6. i think 8 would be ok if we did really nice LODs as to preserve framerate
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Great ideas I will adjust compared to a base model after a bt of texture smoothing on the face Maybe do that tonight
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Should I write a "how to make a siege map tutorial"?
ChalklYne replied to AradorasXeon's topic in WIPs, Teasers & Releases
I have been cornered with torches and pitchforks to implement MP in muh mod... So I for one could use this tutorial. -
Is there any way to throw in a bit more contrast on the areas that have the amor slits so they stand out a bit more? No big changes I see and it would be fine without it. Maybe on the spec map make em a bit darker eh? Or.. you could highlight and shadow those areas. Something like this for example I just whipped this up real quick for ya. Adding a little highlight/shadows to the right areas will really pop that armor out for ya
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Detours looked win. To each his own. I woulda taken that over club penguin any day
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They should've done "Detours" it looked cool http://www.youtube.com/watch?v=PRAsh8W-sjM =P I demand a detours mod
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You know, I believe it was just yesterday I was crawling around the web and saw someone have a decent day/ night skybox. I'll have to search my history and see what it was. I remember it was no coding though. I could think of 2 ways off the top of my head to do it... but I will try and find the page and come back.
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I just figured it would serve as a decent floor. Fixed it a bit for em
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Ahhh i see.. Will be back with those updates
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I spent a little bit of time on this last night. I still need to texture his arm and hands and his head is looking a bit wide near the back
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Only thing I would suggest is some nice alpha map light rays comin in the windows, maybe shrink your texture stretching a bit so you get the max detail out of it. Also the 2nd floor has that sort of repetative crack in the wall. Do you plan on making any textures for it yourself? I really like the coziness of it very cool. maybe have a winter version as well with snow on the sills and falling outside the window to make the fireplace seem a bit more necessary =P Awesome stuff man keep going.. Are these textures from RE4? I have a pretty good eye for that kinda stuff I'll make you a quick Hi-res wood floor if you want it There you go. All original, all seamless for the most part. this should serve nicely as a floor with a small shader applied
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I say bake em and go for it dude thats pretty badass of you. It would be an honor.