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ChalklYne

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Posts posted by ChalklYne

  1. i found those tutorials i was looking for...

     

    http://psyko3d.50webs.com/tuts.html

     

    and i fixed all assimilate errors i was getting. theres also a bone in the jk3 skele u just posted named rtaluss and it should be rtalus which threw me off for a minute lol. but all in all its perfect and everythings going smoothly. ill start rigging proxy tonight most likely. one dumb question tho, how does the engine know what is yer arm when u chop off an arm is it the tags? i should be linking the tags to whatever part of the body it is right? and dont i like not link the hand bone or something?

  2. yeah im still not grasping how textured decal has to show everything all contrasty n washed out, but my bad mini here u go. the ring around his neck is still untextured i just left my stand in texture there to show myself what was going on. but progress none the less

     

     

    proxybright.png

     

     

    ive rigged kazdan a couple times and keep getting assimilate errors mainly the one where u have too many frames or whatever so im just kinda chillin on riggin them til u get yer tut goin

     

    anybody got an idea where these went? http://www3.sympatico.ca/psykopat/tutorials/

  3. u can add in some trim here and there like ive done in brown here. maybe wood trim, smaller bricks, darker bricks, anything to add some contrast and make the depth stand out

     

     

    shot00094s.jpg

     

     

    lightning flashes n sounds would b cool. also small details like stagnant ponds with bugs flying above them, bugs around lighting fixtures, vine decals up the castle, and if repetative textures are being a problem, open the textures up in photoshop and give em some grunge, u can mess with the offset and clone stamp tool to make it nice and seamless still, but have like 3 or 4 different brick textures only differentiated by the different amounts of grunge on them and alternate between those textures on the castle. also that huge clock might look better as a model u know? lil more detail to its sides and u could have an animated shader for the hands. maybe even spin em backwards castlevania style. yeah its a super cool idea and the maps gunna rock. u could really kill with good ambience tho like lightning, wolf howls, random bugs, gargoyle or angel statues, and grungy textures. just some ideas im not knocking it at all

     

    im not currently modeling anything atm. im working on maris broods body but its gunna be a minute for her face... so...

    if u want i can make u some quick map objects thatll add to it like maybe a few different piles of brick and moss, a gargoyle or two, piles of bones, maybe even a cool clock. i could texture em too, or just uv map em and u can texture em to match yer current colors. the bugs would just be animated shaders

     

    edit: here i made this in like no time.. want it? u can texture it yerself so it matches if u want

     

     

     

    gargp.jpg

     

     

    heres 4 textures all the same but all with different vines and grunge so u can see what i mean by making it less repetative. and u can just swap between the four so none of the castle appears to be repetative. also, u can use the lighting to kinda blend it all in too

     

     

     

    walldz.jpg

     

     

    even just random bits of clutter like this

     

     

    crapx.jpg

     

     

    all these ar just rough draft bs but u should get the ideas im trying to relate.

    heres an idea... how about if u set triggers in different parts of yer map to trigger different ambient sounds? like if this was a top view of yer map and the white boxes are triggers...

     

     

    ideaso.jpg

     

     

     

     

    anything u need like the gargoyles or maybe some random clutter models like piles of brick and bones just ask. also, maybe instead of just rotating the same tree three times maybe u can have new dead tree models, some different sizes... stumps maybe, etc. also, instead of texturing those stone walls with the mossy wall texture, maybe u can texture em just stone and dirt and put an alpha mapped plane of moss over it spaced a bit so it has some depth to the moss. i like this map idea i did a library wayy back in the day and it was pretty cool so im stoked to see the castle.

  4. hey i got that eclypse weighing tutorial if anybody wants me to up it. also, it doesnt say it in eclypse's tutorial or any ive seen yet, but if u get all done with yer model ive noticed it helps if i set a keyframe at base position at frame 0 and rotate a bone a bit and keyframe it to frame 1 that way i avoid that "error: header# frames 2 but i read in 1 terribly bad" bs error in assimilate

  5. well... i can give an object just one bone (thanx jc) and compile it in assimilate and itll be a .glm with a .gla and an animations.cfg. i have animated it and stuff too so the object spins when gripped. so, technically i made a custom skele and it worked. same thing right just more bones? sure id have to start his anims from scratch, but hed be boss if i did

     

    as long as i replaced his animations.cfg with the _humanoid one, and changed his framenums to match his new anims, hed be a playable character just like every other one. seem plausable anyone?

     

    nevermind i got it figured out thru better rigging. for the most part. some stuff is inevitably gunna have to be reanimated. but now i cant test it out cuz im running modtool 7.5 and when i export a .xsi it says function not implemented in mod tool version =(

  6. hey crimson u were right dude. arms and legs move weird. gotta either maybe rig him like a lil bit in front of the skele i was thinking, or just change his anims. its kazdan and he crawls around like a little spider monkey so i kinda figured he would have to be reanimated in the beginning. any other ideas or input? same thing with proxy the arms just move too smoothly to do robotic movement unless u reanimate im guessing. any animators willing to take one?

    heres some better details...

    his face is cool to be rigged correctly, and his extremities will be the mechanical arms, his body just weighed to a backbone, and his actual little hands and feet maybe rigged like 15% to the hips and shoulders so his little hands and feet gesture as to what his mechanical stuff is doing.

     

    and takers on animating it?

  7. sorry guys but the more i looked at that last draft the less i liked it so heres a more finalized version i can pretty muchbe happy calling a finished product. uv mapping it now...

     

     

    proxyfinal.jpg

     

     

    not much different but i had to delete a bit and remodel it all and do some alpha mapping and really give his neck and shoulders that detached proxy look.. whatcha think? ready for texturing?

     

    his alpha maps didnt render out or whatever so heres a better pic of his alphas functioning

     

     

    alphaw.jpg

     

  8. is this dlx? man its good to "meet" u dude. yeah i worked with firedragon for a while on jau but it just had wayy too much to cover and tasks were never established so tons of work was done, mainly from what i seen by authuran, myslef and ashura and yerself... but most of it was most likely lost.

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