Jump to content

ChalklYne

Members
  • Posts

    1,586
  • Joined

  • Last visited

Posts posted by ChalklYne

  1. 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

  2. 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

     

     

    jasp2012100710102118.jpg

     

     

     

     

    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.

  3. 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

  4. yeah im still fitting him to the skele. some parts are a little tweaked now. slowly fixing it. i shoulda modelled around the skele, but i just did this late last night with no reference but my own memeory of my last one. i redid him because the old one had some recycled hands and the vert count was high. now its significantly lower. and easier to deform and uv. and thank u inyri it looks a lot better now =) u nailed it

  5. had somebody request i finally finish this. i decided to just start fresh. i got proxy done, but stupidly rigged a cap tag to his radius and had dismember problems. so im gunna re rig that and ask mini to take a look at my kazdan rig, and rig him before i texture this, but i figured id post a pic. i was pretty stoked about it cuz i did it all in a matter of hours. 5068 tris if i remember right his shoulder pads still need some work but im back to rigging proxy atm

     

     

    evo1w.jpg

    evogif.gif

    stormieao.png

     

     

     

  6. badass.. how many times did u subdivide it in zbrush to work on it? or did u? i usually import it into zbrush, then subdivide her a time er two but i find that sometimes my details are pointless when i bring it back down to the lowest subdivision, so just curious, did u subdivide and how much?

     

    also, i notice a few triangles in there i think. how acceptable are triangles? like, if i get a triangle i usually start over lol. am i a dummass? i was told wayy back in the day to model only in quads, then split into tris. but is it really as necessary as i was told in the past? like, i know for jka its all gunna end up tris anyways, so it doesnt matter, but say if u were modelling for unreal or something, are tris still acceptable or should it always be quads im not sure how that goes and sometimes i get into a pickle where i really wanna use a tri, but dont because of how i learned in the past. i think i was told the tris dont shade the same way as quads or something?

  7. right on.

    thx 4 the assistance guys.

     

    so i found out how to bake the bump maps into the textures, so ill have a lot cooler textures soon. heres a pic of me just tampering with creating some bumps for him to bake shadows from onto the diffuse texture. and just and updated pic or two showing i fixed his chin. lookin pretty close now with this one.

     

     

    bumpb.jpg

     

     

    no where near final just showing some learning progress behind creating his pores and such

  8. so nah that wasnt it either. but i figured it out i think... the peices that flip in modview i notice have 180 value in the y axis of rotation, i got that from the duplicate symmetry i did on the peices after i segmented em. well, if i hit freeze transforms it removes the 180 value there. but after rigging him again it still just rotates 180 degrees back to the other side. its the rope a dope lol. i dunno im zeroing in on what im doing wrong cuz it does it for multiple models. and freeze transforms didnt fix it.

  9. yeah i just realized that little trick the other day watchin tuts...not sure why i didnt use that method. this one started out as a little plane in the crease of his eye. took me maybe 45 minutes im fixing up his shader problems just by moving some verts around to match inyris help earlier she colored in red. helped eliminate the shading problems. heres what he looks like now...

     

     

    problems2.jpg

     

     

     

     

    ear is wayy off but im gunna get to that. ill prolly do a couple more heads as practice, then maybe try a starkiller or boba fett from 1313 ( i think its boba)

     

     

    on another note, even if i freeze all transforms on my mesh before i start enveloping and weight painting, it still looks all screwy in modview. 3 different models now so i know its something im skipping. i hit the freezeM and the freeze all transforms on the mesh before i start rigging, and dont move the mesh at all after freezing it, still same weird looking error. tried with 2 different skeles so not that either. reset transforms maybe?

     

     

    i had no idea about the mark hard edge thing man i was loookin for something like that to unsmooth some shading on hard surfaces for proxy. badass mini thx man

  10. another head

     

    stark2.gif

     

     

     

     

    areas im having trouble with. seems like my polys are splittin? i been tweaking em a little bit, tried adjusting the geometry approximation ( which is like xsi smoothing groups) and it just seems like maybe id have to add in an edge loops. id hate to tho so im just tampering with it off and on for now...

     

     

     

    problemsh.jpg

     

     

     

    therfiles likes this
  11. its not really a better than u can do kinda thing... ive been doing modelling straight for like 2 years now. never a character but still... i should know better than to delve too deep into something without making sure my polyflow is good. just like u wouldnt make a map without a info_playerstart lol. its just a matter of laziness and overlooking details. i tend to rush things. point is, i knew better and shoulda taken my time. lesson learned lol./ skool of hard knocks round here man

     

    my major problem is, theres 2 types of tutorials ive seen out there. one that tells u to start with one plane and extrude the edges as u need em, and the other is like start with a box and mold it. i just get confused. i want to do it all with a plane, but i dont understand how they do it. they do the eyes, the mouth, the nose, then branch it all together. my problem is, if i do that, i will have screwy edgeloops attatching the parts. its hard for me to get edgeloops right unless i start with a box and mold it, but thats not how i wanna do it, since i want the eyelids and mouth creases like in the tuts mini posted on the first page. just takes time i think. ill get better

×
×
  • Create New...