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ChalklYne

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Everything posted by ChalklYne

  1. Slightly more accurate, with less geometry, and a final count on everything bfore I Uv unwrap it and slap it in the map. I'm satisfied with it now and this is the final version. No more tweaks to the exterior. It would have been hell to get this all correct and optimized in GTK. For me at least I'll be moving on to finishing up the TIE fighter after this texturing and shaders. The long arm and the structural beams are alpha mapped. I would appreciate if someone wouldn't mind making me a decent skybox for this map . And help me figure out the lowest res/ best results way to get a good couple of dogfights going on out in space without using models. I want to maybe just have an animated alpha plane with a TIE shooting. And one of an X-wing shooting. Then maybe just set waypoints for that alpha plane so I could have the entire dogfight scene out the window be maybe under 50 verts. It should be possible as long as they fly out of the view each time rather quickly. Then maybe pop up somewhere else to give the illusion of tons of them out there. Any other ideas that would be easier or better on the engine?
  2. bit more accurate exterior and tri+vert count.
  3. I'm assuming all of the white areas are chipped paint. Chipped paint always has a thin outline on one side depicting depth. Go through and depict depth with the scratches, and paint chips, and it won't look so dirty like a bunch of colors mashed together. Also, get something like FRAPS, stand the model somewhere a bit off from a light source so one side of him is lit well, and the other is a little shadowed. Then record a turn around video of him so we can get a look at the shaders functioning and we can get into some really cool ways to make those scratches and chips and faded paint pop out a bit. Pay attention to that last ref pic, see how the shadowing is mainly on the bottom and right of the chips? Then you can take that shading back out and apply it to the bottom and left in the specular map and it will just pop those chips right out. Then you can alpha mask the actual chipped portion (the yellow area in that last pic) and give it a masked TcGen Env map to it. That way only the chipped off white areas in your model will have a more metallic shine to them. Then you take those white areas, and in the spec map, make them a bit more chrome-ish.That way when the camera is right in front of him, the scratches will be white like you have them, with some depth, and when you rotate it, the scratches and chips will be more metallic looking and the paint chips and such will shaded from the other direction faking the light transfer. Just some ideas to fix the closer shots.
  4. A small room where they are repairing Vader's Advanced x1 TIE fighter from the damage done at the end of A New Hope and the crash landing on Vaal. The room will be aboard the Executor. Complete with battle damaged dis-assembled TIEx1, Imperial Officers supervising, and all of the necessary droids and machines working on it. A brief history on it proving this would be a plausible map taken from Wookiepedia Proof this room would be aboard the Executor also taken from Wookiepedia Reference of the vehicle Possible references on the room size References to the Droids and machines necessary Maybe have the perspective over Vader and Raith Sienar's shoulders overseeing the operations. References on Raith` =D Did you know: Raith Seinar designed the Death Star? It was originally called the "Expeditionary Battle Planetoid"
  5. Welcome to the Hub! Good to have another experienced member aboard. Good times.
  6. I coulda def spent more verts on it. About 1000 verts shoulda turned out good. Problem is, people play MP and scream FPS. So if you'd imagine everyone on the screen, maybe 10-12 people at once, all being base jka character models, with jka base weapons in a jka map... it won't suffer... you start getting custom playermodels, which like everyone uses, then even one custom character model would almost double the entire character vert count. now imagine that x12. then imagine the custom weapon being 2000+ verts... x12.. in a custom map with crazy brushwork and shaders... after a while it just kills the engine not peoples pc's but the engine itself. sorry for all the mispelling and sporadicness im cooking. but yeah you know who is like killer at vert estimates and usage? @@AshuraDX he'll chip in when he reads this he taught me everything about saving verts. So we try to make the most out of the least. things can be faked with proper texturing as well. plus, with things such as sabers... theyre soooo small ingame its just hard to really tell if its high or low poly if done right
  7. proportions are off... and probably could have gave it a bit more detail here n there but as a rough draft to just give myself an idea, id say maybe under 1000 tris? As this one is like 678... about 360 verts
  8. not sure... lemme freestyle one and see. give me 10 minutes
  9. oh i didnt read the not for a game part. badass dude! i want to do a high res grievous one day
  10. Lets get a vert count or tri count if you dont mind.. Im always interested in that
  11. 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
  12. 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.
  13. Very well... continue =P oh... and get some sleep dude lol dont b like me and mod 48 hours straight lol
  14. Upgrading to Softimage 2013 right now =D I can't wait til it's done installing.

    1. minilogoguy18

      minilogoguy18

      I have had it for some time, it's pretty nice. I just keep using Mod Tool because that way I can share my stuff with the community.

  15. 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
  16. mac-n-cheeze or mashed potatoes? Would your answer change had it been shells-n-cheeze?

  17. http://www.youtube.com/watch?v=T7H9xEesilU
  18. *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.
  19. 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
  20. 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
  21. 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.
  22. Ooooh a shiny... Hello Flash Akimoto is correct, but mainly it's water you want to keep us away from.
  23. A piece before I uv unwrap it
  24. 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
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