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ChalklYne

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Everything posted by ChalklYne

  1. texture update. still working on the textures but just wanted to show the progress
  2. 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 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 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 even just random bits of clutter like this 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... 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.
  3. thanx ill fix him up cuz yeah it looks like a flipper lmao
  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. yeah i dunno. i unchecked textures and it worked.
  6. 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 =(
  7. what about a custom skele? i could make him a decent rig, give him a .gla and an animations.cfg and just go from there instead of starting off working with the jka skele? crap i double posted
  8. yeah ill just have to reanimate him then. it wouldnt be extremely impossible, but it would put anything else im currently working on at a serious standstill
  9. 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?
  10. yeah his thumbs pissin me off.. ill fix it
  11. 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... 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
  12. 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.
  13. thx for all the positive crits. totally redone a lot of his back and some other things here and there.. still need to redo his humerus's but besides that im almost happy enough to paint it
  14. first couple pics of a proxy i started this morning. lot of fine tuning to do still before texturing
  15. some final texturing on the original model, and some rough drafts of possible color combos for teams what u think?
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