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ChalklYne

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Everything posted by ChalklYne

  1. good call man thx. u were dead on. heres quite a few touchups. including the feet. Uploaded with ImageShack.us
  2. this would be so epic any takers? lol
  3. lil more work on the helmet and shape.. should be closer to done besides some grungy texturing plz xcuze my tripple post i just need to repaint the sides of his helmet that went all blurry when i reshaped em, and paint some grunge n he'll b good to go. besides the dismemberment/tag issue im having
  4. heres some changes regarding the issues i just stated
  5. thx 4 the crits mini. looks a lot better just need to hand paint a buncha grunge n stuff so he looks a bit more like the ref pics note* now that i look at it really closely (like i should have in the beginning lol) i notice that i really dont like his helmet. i think its suck lol. ill prolly redo it a bunch. i liked my ears in the beginning, now it just seems out of place and he needs his appropriate ears and breather sides on his helmet. my blunder. plus his forearm armor texture n shape need some tweaking. and his kneepads need a lil shape tweaking too. my problem started from me trying to make him more of a personalized version of the evo trooper. but im no lucas arts concept artist, so the more original i made him, the more screwy he looked lol. ill prolly keep most of him for the incinerator trooper and jump trooper and just change textures and packs
  6. so any ideas about the tag/dismemberment problem?
  7. pretty much same reference pics as above. like i said ive got a couple of variations i was playing with.. heres one thats finished, besides some clipping and dismemberment issues im working on
  8. so uhh.. everytime i cut off a limb on the evotrooper it spawns another dead evotrooper. its actually kinda cool lol. but im guessing its a prob with my tags. i just linked them as children of the mesh closest to them, and weighed them to the bone closest to them. am i getting that wrong?
  9. what is this and the other tweaked quake3 mods and do they or could they in any way pretain to what we do here? http://www.moddb.com/games/xreal
  10. holy crap. i wasnt expecting this, but i compiled him with just a few things rigged correctly and the rest rigged to his hips, and it worked. at least, in modview, i now have a kazdan doing a single animation. so it looks good so far. ill rig him tonight and have a base animation to go with him to show off hopefully tomorrow
  11. yeah i wanted to make him look angry when he does lightning, push, etc. but after i finished it, i felt the dire need for a happy bar too lol.
  12. heres a preview of how the cloth and face would move according to this skele try and disregard the rest of the stationary geometry i just need to give him some teeth and adjust his snarl to make more of an impact when i animate him to be angry but this should also give an idea as to how simple he would be to animate once i get the go ahead from mini that i didnt screw the pooch lol http://www.youtube.com/watch?v=3KS4lSLmrBo&feature=youtu.be
  13. pretty incredible man. my next task is walk cycles. his weight shifting is pretty dope man i gotta say. u did amazing on this thing so far man. sux about the animation thing. i was lookin at it too and cant figure it out either any other way. badass tho man
  14. so it wont show my finger controls cuz i think i set fraps to record the windows instead of fullscreen, but u can get the jist of it all right here i think. been workin like a dog tryina get this kazdan skele correct. its all made out of bones and nulls, constrained by control objects and such, so it should work just fine. im gunna give the file to mini if hes feelin generous (usually is) and have him gimme a second opinion if this things ready or not... then i can start animating, which shouldnt be too difficult now. http://www.youtube.com/watch?v=6wKTA8aZ7g0&feature=youtu.be ill check with mini then start rigging him to this skele ill post some more vids as i go if this things ready to rock. i dont see why not its all nulls and bones and i beleive the bones are going to be exported as nulls in the xsi file before assimilate, so, id imagine as long as its all nulls, and i animate it all here in xsi, ill have no problems. ill prolly export a test version soon with just 1 animation to make sure i did it right. heirarchy =) get ready for it... i still need to rename a few things i forgot
  15. hey ashura, i got that error with proxy and started removing the meshes one by one until i found the problem peice which in this case was his head, i then deleted it and rebuilt the head with a lower polycount and it worked. i tried to just remove some edge loops on the head at first but removed em all the way to a box and it didnt work so i had to rebuild it. maybe a certain peice is causing it like in my case try it and see. just delete a part of the mesh startin with the head and recompile and see if the model gives the error, if it does, replace the head and move on to the arms or whatever u know? in my case it was 1 funky peice of geometry
  16. retexture the reborn and see what u come up with
  17. sucky. ill touch em up where i can heres some last texturing
  18. first version getting closer
  19. yeah ill definately use those. i really didnt like his legs so illprolly be releasing him with 2 different versions of legs. heres a rough draft of the second version so far. really havent had any time to work. some of his peices arent there like his hands and some more pack peices... but u get the idea of how the second versions legs will be. he also has different ears and stomache so ill make sure to model and texture those like the regular version oh and his front breather pack. his stock breather is just a panel, ill include that with the regular version
  20. naw those were just real blocky cuz i extruded em and left em alone. ive fixed them since then. no need to start em over. i did that model in a matter of hours so i didnt add the edge loops for the hands yet. thx for that tut link tho it helped a lot
  21. no worries dude. itll b a minute tho im gunna fix proxy tonight, then re evaluate kazdans rig and then ill start texturing the evo. prolly b textured by the end of the week im guessing. im hoping to do a decent tfu1 character pack by maybe christmas sometime. then ill go for tfu2. im mainly excited about doing some raxus rodians, the jump trooper, the terror trooper, and other overlooked baddies in tfu that i felt kikt ass
  22. u gotta capture that awesome clanking sound it made when u shot it lol. looks like badassedness. specially for yer first
  23. yeah i just changed it. also, what about that motion root in the janull skeleton? any significance? i did change his actual hand mesh to be l_hand and r_hand and now hes got saber blades (thx ashura). ive tried rigging his bolts differently, heirarchying them differently, deleting mesh and reimporting and re-weighing... right now im going thru and deleting mesh peice by peice and compiling him without them so i can see if ingame maybe a particular peice of mesh is pissing it off and needs to be rebuilt process of elimination shows it is a problem with his head. im fixing it now and will be back in a minute to hopefully shed a bit more light on this subject well... ive dissected his head vertby vert and found out that it just dont like his head mesh. its not a particular vert or edge or edge loop. it just dont like the model. i also remember roadkill screwing up my head a bit when i saved the obj. so, i screwed up the head in roadkill somehow exporting it, now jka dont want it. i modeled a makeshift new head and it worked. i added starkillers head which is wayy more detailed than proxys to see if it was a vert count or tri count problem and that worked as well.. so, long ass story short. i need to remodel the head cuz roadkill gave me the shaft. i do remember all my mesh from roadkill coming out perfectly, but the head was at 0,0,0, and i was like wtf? and just re fit it, frose my transforms, and hoped for the best. i didnt hope hard enough. gotta make me a new head and furthermore i find it ridiculously ironic that all the headache i got from learning him and how much i wanted to just destroy him in the process that the real only way i can ever save him is to cut off his head. this was my first finished character model. first real attempt at it. and i gotta say man it is so much easier than i thought it was... or than i initially made it out to be at least lol
  24. ima take this one across the street to gamestop and see if theyll run the cleaner on it for me. damn man i really hoped someone has seen this error before.. hold up lemme screen shot it... it the onle thing in my base folder i searched around last night and saw someone say add seta com_hunkmegs "128" to my autorun but it didnt change it further searching tells me that this is a problem with dismemberment, so, back to the tags. ill double check em. but i doubt thats it, cuz ive downloaded models where all the tags are linked to the hips so hell i dunno nah it dont work even with the stock jasp.exe and jamp.exe and muh disc in. not a nocd crack problem.
  25. nah i dunno. shiftees sith stalker is at 6800, has 6 more objects than mine, and works fine. gotta be something i did in the rigging. oh my god dude u think its this nocd crack? it screwed me over before to where i couldnt see any models ingame, so i had to fish out my cd. my cd is like 10 years old and makes my cd drive sound like a garbage disposal so i try to avoid using it, i bet thats screwing with me again. ima just buy it on steam here in a minute. any problems with the steam version? and does this sound plausible that the nocd crack is throwin me a heap size error or whatever? it only happens if i try to injure the model in any way, stab or shoot lol
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