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Posts posted by ChalklYne
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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
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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
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u gotta capture that awesome clanking sound it made when u shot it lol. looks like badassedness. specially for yer first
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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
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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.
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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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hey anybody seen the ghoul2 error in jka that says something like miniheap size in sv_spawnserver or something?
i dunno if its any significance but this particular character also doesnt have a blade on his saber. the base characters do. guns work fine.
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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
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jesus ashura. badass man
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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
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duck hunt
CaptainChar likes this -
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?
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maybe try to add the toot.xsi into the assimilate instead of the _humanoid.gla and check the *makes own skele* path. ive used this to surpass the _humanoid problems in the past. the u should still have a .gla file and maybe glamerge will like that one?
*edit root.xsi lol not toot lmao. it was so cool i just left it there. rofl... i can haz yer toot.xsi?
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yeah u hit it right on the head man. ill stick to non humanoid models til i can get a hang of it
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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.
no where near final just showing some learning progress behind creating his pores and such
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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.
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lmfao ashura dude u rocked this one lol. god i cant stop laughin he looks cool as shit i cant wait to throw a saber at it
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freeze BEFORE the heirarchy huh? hmmmmm... thought it was before weighing but heriarchy didnt matter cuz i wasnt actually moving anything.. before heiraarchy huh? hell u say. sux it was that easy
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yeah maybe on my next run at him., trying to fix that same damn xforms problem ive been having. i got 4 models waiting to be rigged but that damn transform problem man
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yeah i keep thinking the same thing. hell i dunno. ill tamper with it. might make another one cuz i got like 4 triangles in this one and i didnt want any. i think this ones too wide
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evo trooper
in WIPs, Teasers & Releases
Posted
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