Jump to content

ChalklYne

Members
  • Posts

    1,586
  • Joined

  • Last visited

Everything posted by ChalklYne

  1. No internet for maybe another week. 1600+ frames of animations done for jabba and incorporated into a new animations.cfg. playing ingame just fine but some visable seams I'm playing with. I'll post something soon. I see the request for the gleam eye thing but can't view the video due to lack of decent internet. I'll look into it soon though. Sorry for the wait... But it wouldn't have mattered if I still had internet because this whole time has been spent animating. Which I had to do twice lol. I'll explain later. See u guys soon
  2. Are you referring to the sculpt? If so, youve hit the nail on the head with me... I use.. The standard brush... Lol... I know to use clay or clay buildup and to make sure the whole model gets touched... But i just keep migrating to the ugly standard brush! Im trying to break myself of it and youre exactly right... It ends up everything looking like the pile of poo from weird science. I know to stay away from standard... It just seems wrong compared to the forms im trying to achieve. I need standard brush rehab. An intervention is needed
  3. I think ill only go by movie and behind the scenes refs from the actual puppet. Those toys' tails look way off from that. I appreciate the effort and all... But im going for film quality... clone wars, cartoons, toys, etc to me are inaccurate. I will agree that it could be a bit sharper
  4. I honestly just didnt think it mattered much. I swap between a few different ones while i sculpt because different ones show different stuff. That red wax or whatever just happened to be the one I was on. Those do look nice though I dunno. I'm just sorta winging it at this point as im not sure what im going for lol. Maybe I shoulda established that in the beginning. Lets pick one age, one hutt, one reference, and sculpt that one. Im just kinda bouncing around freestyling a Jabba therefore i'll never know if I got it right regardless Im liking it, I could paint him now and release him and still sleep at night. Although I know not many people have the software or time or skills to go back through and fix where I'm being lazy with new skins so I might as well get it correct now so the normals line up with the textures. for rend2 purposes and what not
  5. I started with this and got this ill keep playing with it
  6. This helped me a lot... maybe it'll help someone else https://www.youtube.com/watch?v=kGszEIT4Kww
  7. wow crazy information right there. thank you very much. I learned a bunch and im sure anyone following this thread can learn plenty from it as well. ill get into handplane tonight then! never used it lol now im going to go watch handplane tutorials and figure that thing out. yeah ive learned today that zbrush is perfect for creating a high res mesh but not rendering it all out. thanks again!
  8. I need 2 more Chalklynes... one for uv unwrapping one for texturing.

    1. Show previous comments  8 more
    2. Ramikad

      Ramikad

      Nah, that should be locked behind mod completion, so that you work three or four times as hard :P

    3. Circa

      Circa

      Too bad there was only one Bob_Bergen.

    4. ChalklYne

      ChalklYne

      salt in the wound i see

  9. https://www.youtube.com/watch?v=UbxUSsFXYo4 bout to model so hard
  10. Before you ask... why fully model a klatooine paddy frog? Ask yourself... something else. I made these last night on my down time figured maybe for cutscenes or something platforms 4k tris... paddy frog is like 2k the frog just needs a dead anim maybe a swimming one, and a frog jumping one and he would be so boss.... put him in the jabba bong swimming around... dead ones on a plate.. and a few hopping around here and there
  11. the mesh is cut along those edges. i was trying to make his eye sockets and inner mouth different meshes. im sure i shouldnt have XD Whoa my text boxes are white... dont judge it by its color though, its whats inside the white boxes that counts Well... I wasnt planning on all that? I was planning on giving him a custom skeleton so he could move correctly and just give him jabba anims. I guess i could rig him to the humanoid skele and release a separate version? As for the speed of production, i have a simple approach... just disregard family and friends and sleep and food and give sole undivided attention to the model relinquishing control of all aspects of your life outside of Softimage. Then it just kinda falls in your lap. Much like the soul sone, it requires a sacrifice
  12. Im getting artifacting along the orifices. seems like a novice problem, ill probably include more of the mouth and eye sockets into this piece of mesh so it hides those and try again. if that makes any sense. heres the low poly mesh with the normal applied. xnormal was giving me a weird problem i didnt feel like researching so i rendered this from the high poly mesh in substance painter im wondering if it could be from dilation padding or something also? i have it set real low, 2 pixels in fact
  13. Zbrush is creating disgusting seams along my uv cuts. After searching it seems like a common problem. Anyone concur?

    1. Show previous comments  1 more
    2. DT.

      DT.

      No idea - I don't export normals from Zbrush. I use either Substance Painter's built-in baker or xNormal

    3. Psyk0Sith

      Psyk0Sith

      Difficult to tell without seeing the assets but i would not use Zbrush for baking. Xnormal would be a better choice. However you could bake a world object space map in Zbrush and convert it to tangent with handplane, it might get rid of the problem. Start a thread if you need more in-depth help.

    4. ChalklYne

      ChalklYne

      Thank for the info!

  14. Would either of you gentlemen care to elaborate on rotated edges?
  15. @@AshuraDX ok i fixed it lmfao in my defense i never claimed to be coherent @@Psyk0Sith Ive updated it in accordance to your advice. Like this?
  16. I appreciate that. I like to post all of my fails in hope aspiring modelers will get off the porting bandwagon and try. If you post a model thats crap, you'll never hear it from us, we're here to help. I dont see crappy models, I see me 8 years ago. And as for making the Jabba look old or young... I was honestly just trying to get something that could be retextured to any hutt... Im hoping i could sculpt in his older looking fat folds and apply the ambient occlusion from them to the texture and fake it. I guess we'll see. I have no problems going back a few steps, or even releasing 2 different models.
  17. There @@AshuraDX. Thanks for that quad on the back. Got his eyes looking better now too. Good looking out. Im really liking how his tail and hands turned out. Good advice @@minilogoguy18 Top of his head a bit too sharp So Ill go fix that as well
  18. @@AshuraDX sounds good, ill get on those now
  19. Wow all those crits and refs are what will make this a decent model i really appreciate it all. Remodeled hands flat bulged bottom fatter wrists transitions lets see how this looks. I wouldve done this earlier but instead spent hours on the weird side of youtube and now know obama made hitler and chem trails turn the frogs gay. hows this looking? those refs @@Psyk0Sith posted have me wanting to remodel so much... but i think maybe some adjustments in zbrush might help... we'll see... mainly the neck fat
  20. @@minilogoguy18 yeah about 20 minutes ago i decided to remodel it. I just couldnt tweak it to look right, and decided that even if i did, it wouldnt work right. noob issue to forget a whole finger too lol so ill remodel the hands today at some point what about the roundness of his underside? shouldnt i make that a bit more flat?
  21. Also... how in the blue flames of fuck did i forget a finger? XD fixed it now.... just... still. wtf
  22. I dont know why i didnt mention that... I didnt do his arms i was just trying to rough draft his tail and how he propelled himself... The arms arent even rigged. Good eye though
  23. Rough drafting a walk cycle. while waiting on final model crits https://www.youtube.com/watch?v=_xDgEQB2Wcw&feature=youtu.be
  24. Thats all very helpful info im sure we could all use, thank you for the insight. I'll adjust the lower half and check out the silhouette next. Yeah I try to use quads everywhere but it is quite a headache. Ill also tweak the arm angles that makes a lot of sense. Thanks for everything!
×
×
  • Create New...