-
Posts
1,586 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by ChalklYne
-
damnitt mini yer right man im so pissed right now... i imported into zbrush.. got him all set up... and he looks like a young al bundy =( back to softimage...
-
i use textured decal just to see what itll look like ingame... but.. i use the other modes too. when i import it into zbrush to texture it, i have to split it down in more subdivisions, and sometimes ill get all the way to that point.. and notice my geometry was shading wrong in a certain spot or something like that i wouldnt have noticed in decal mode with headlight on... so.. i swap and i like to let others see the the different views as well. but yeah i know decals the best way to go to see what it looks like ingame. i just swap around while modelling to get my bearings lol and wireframe wise its dead on a few different pics of sam, so if its nothing like him at all still or whatever than thats just whats up and im just sticking with what i got. artistic preference to not make this thing last longer than necessary and i want my own rendition of starkiller. youre pretty far along there u can make your own im sure far more supreme version if need be, but im just kind of wrapping up the modelling for now and ill be making the normals/textures in zbrush for it the next coupla days. i spent so long on this guy that when i finally get a last version of his texture i want it to be all original and pretty nice looking. ive been looking into different ways to paint human skin and how to implement pores and things i really wanna get into that with this texture so he looks like a decent amount of work went into it, and, he'll have an original normal map scuplted by hand in zbrush as opposed to one generated by a program. so yeah long story short im pretty close to the facial attributes that would make him a noticable starkiller at least to the point i wanted to get with this model. and im planning on tweaking a little bit here n there in zbrush with more familiar tools for that kind of thing since zbrush is probably my strong suite. not tryina piss anyone off if this model isnt like... ummm... movie quality or something.. im just done looking at witwers face lol 2 or 3 more playermodels and i should be able to stop asking so many questions
-
yeah i noticed last night while compiling something that it was adding a few more verts at compile i was wondering wtf trying to pay more attention to scale i got his nose all pointy again =( so where would i segment this guy? maybe just cut his face off and leave his neck ears and hair as a separate segment?
-
hey so somebody gimme a poly limit on this guy... he just has so much detail and i dont wanna half ass him so what are we looking at in the way of polies? i know 1000 verts per surface over 500 no shading... but besides that like overall count? im pretty good at not wasting verts so i wanna make sure i can pack a lot into this one... and heres that read mini was commenting on it really is a good read and the ref pics couldnt get any better... notice the program http://www.polycount.com/forum/showthread.php?t=62063
-
yeah i noticed manny llamas was using softimage lol kikass
-
thats an amazing ref dude thanks
-
progress
-
im in the process of reanimating the colo claw fish. rigging something on the side for someone too, but its only 694 frames i do about 75 frames in a sitting... just fixing his anims a bit i wanted to rig the fish's "claws" to the howlers arms... so i could make em sway with the "water" and stuff... especially cuz its only 694 frames i could just reanimate the whole thing... and since im only like 150 frames into it i was debating starting over with the claws... but i really hate moving bones in world space while animating cuz it gets weird but ive done it before and it turned out actually quite good so yeah... this paragraph has convinced me, im starting over with his anims and hes gunna be pretty sick all things considered. good looking out on that research ashura im stoked to see if it helps
-
im re-rigging the colo now and wth ill fix an anim or two make him legit for ya did u already do a shader?
-
omg i have 2 screens... and i set the resoulution to one of em a little smaller than usual so i can read the text from mycouch... but i retardedly use it to mod and forget to change the resolution lol milamber n i went thru this the other day lmfao he was like u need to squash the face i was like duuuude.. i cant squash it anymore than it is... then common sense took over and i realized my resolution was off.. now that i look at that pic on the right screen im somewhat ashamed =(
-
i like this idea a lot some more ref pics in case it helps anyone whoever creates it will need to keep in mind the animations for it and make the barrels longer and things like that so when it animates it doesnt stretch i did something similar to this for proxy he has some little pistons on his neck that move when he turns his head. my 2 cents also.. completely unrelated.. i know that back in the day when the modding community was a little more crowded.. people used to do requests for people.. lmao back in the day though everybody knew who had the haps on what... and that helped. example... everybody knew katanamaru is just beast at animating... inyri mini ashura for modelling /textures. razor n spior for coding help... nab for scripting etc... maybe if there was a way to refresh everyones minds as to who likes to do what around here and our schedules and such. that way making a request isnt so much like talking in the dark. maybe a way to add to the site perhaps? like... "currently working on" and "areas of expertise" and "gallerys" or something u get me? that way youd know who to ask for stuff... i dunno..hell maybe we can get a modelling assembly line of sorts. istead of a model request being so daunting and just texturing and uvmapping and shaders and npc files and anims and efx n scripting n bot support n sounds... maybe one person do each? like... if we knew who really liked doing textures, and his plate was clear, id model that friggin tank real quick get me? then maybe uv map it n send her down the line lol...so it would definately help the site. wed look a tad more organized rather than a modding community wed kinda be more of a team. yay! unless were not on a team. in which case we compete to the death
-
ahh itll survive. some more texturing. probably get a fresh look at it tomorrow... looks like his eyes are looking pretty bland without eyelids or anything.. probably try and texture those next
-
re-assessing his smoothing it was looking like crap
-
milambers helping me tune this dude in... heres some progress
-
azchalk skype hey ashura... wake up n help me with this torso it has too many folds and for some reason the scale of the texture and contrast are different so im screwing it up lol its really throwing off my vibe look at the poor thing dude =( and i just noticed for some reason my rivets shifted. sucky. ill fix it
-
lmao blowin kisses
-
oh i get u naw dude u might b right there ima mess with it. i was zooming in while reading what u wrote and the ref pics did it thx man like this? looks like hes missing this too
-
little more cleanup modelling this on the side
-
yeah i just figured it would be something he's already used. as opposed to learning something new for just a few anims. but yeah im on your side with that one mini.. hey dude i been wanting to ask u so i can finish kazdan... when im keyframing.. i should keyframe all the bones as soon as i get it positioned right? not just the bones im moving? and that being said... do i have to keyframe all constraints and everything too? is there an easier way? like... can i keyframe the sceneroot or something?
-
lol witwer is plagued with duckface i cant fix that its gunna be there somewhat no matter what. i took into consideration your concerns and considered not to consider them. =) im really not screwing with it too much more. feel free to reskin lol better?
-
fixing up some head issues and texturing the alpha planes a little so i pretty much still need to texture the cloth on the torso (a couple current textures are just rough drafts) the furlows, the angled belt, the pants, the boots, and the hands. so thats how ill probably spend the majority of the morning. maybe rig him tonight. then i can get started on his shaders. i just pm'ed someone whos got a really nice anim set for him im going to see if i can use it for my little character pack or if i need to start a fresh anim set. i need to incorporate a few of my own anims to get the repulse and dash and certain things working anyways. but itd b a real drag to have to reanimate a backhand style. i say reanimate because ive done like 3 lol and i have no idea which set it is on this flash drive
-
ill probably start wrapping up the textures for this tomorrow and rigging it if i get time
-
oh yeah without a custom skele hes screwed then. because if u want to attack the actual mesh, u need to hit the bounding boxes, which i beleive are created by the skeleton. so yeah yer gunna have clipping and he probably cant attack u because u may actually be in his box lol yeah yer gunna need a custom skele for all that. im guessing and as for that kazdan question see? got him ingame... no anims yet matter of fact. dont create any animations for this thing yet. im gunna remodel him a bit here and there and see if i can fit him to the skele better without jackin up my uv maps. i woulda done that initially but i thought we were going for custom skele
-
post yer .npc file in a spoiler here just put scale 200 or whatever u want scale to be in your npc file