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Everything posted by ChalklYne
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what is this and the other tweaked quake3 mods and do they or could they in any way pretain to what we do here? http://www.moddb.com/games/xreal
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holy crap. i wasnt expecting this, but i compiled him with just a few things rigged correctly and the rest rigged to his hips, and it worked. at least, in modview, i now have a kazdan doing a single animation. so it looks good so far. ill rig him tonight and have a base animation to go with him to show off hopefully tomorrow
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yeah i wanted to make him look angry when he does lightning, push, etc. but after i finished it, i felt the dire need for a happy bar too lol.
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heres a preview of how the cloth and face would move according to this skele try and disregard the rest of the stationary geometry i just need to give him some teeth and adjust his snarl to make more of an impact when i animate him to be angry but this should also give an idea as to how simple he would be to animate once i get the go ahead from mini that i didnt screw the pooch lol http://www.youtube.com/watch?v=3KS4lSLmrBo&feature=youtu.be
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WIP Digging up an old project: AT-RT vehicle
ChalklYne replied to minilogoguy18's topic in WIPs, Teasers & Releases
pretty incredible man. my next task is walk cycles. his weight shifting is pretty dope man i gotta say. u did amazing on this thing so far man. sux about the animation thing. i was lookin at it too and cant figure it out either any other way. badass tho man -
so it wont show my finger controls cuz i think i set fraps to record the windows instead of fullscreen, but u can get the jist of it all right here i think. been workin like a dog tryina get this kazdan skele correct. its all made out of bones and nulls, constrained by control objects and such, so it should work just fine. im gunna give the file to mini if hes feelin generous (usually is) and have him gimme a second opinion if this things ready or not... then i can start animating, which shouldnt be too difficult now. http://www.youtube.com/watch?v=6wKTA8aZ7g0&feature=youtu.be ill check with mini then start rigging him to this skele ill post some more vids as i go if this things ready to rock. i dont see why not its all nulls and bones and i beleive the bones are going to be exported as nulls in the xsi file before assimilate, so, id imagine as long as its all nulls, and i animate it all here in xsi, ill have no problems. ill prolly export a test version soon with just 1 animation to make sure i did it right. heirarchy =) get ready for it... i still need to rename a few things i forgot
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JAMod - Singleplayer Code Plugins
ChalklYne replied to eezstreet's topic in WIPs, Teasers & Releases
hey ashura, i got that error with proxy and started removing the meshes one by one until i found the problem peice which in this case was his head, i then deleted it and rebuilt the head with a lower polycount and it worked. i tried to just remove some edge loops on the head at first but removed em all the way to a box and it didnt work so i had to rebuild it. maybe a certain peice is causing it like in my case try it and see. just delete a part of the mesh startin with the head and recompile and see if the model gives the error, if it does, replace the head and move on to the arms or whatever u know? in my case it was 1 funky peice of geometry -
retexture the reborn and see what u come up with
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sucky. ill touch em up where i can heres some last texturing
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first version getting closer
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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
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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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it only happens when i try to hurt the player. which inevitably makes him invincible lol. but hes only got like 5800 polys or so. shouldnt b too crazy. all his peices are under 500 tris.
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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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ah its cool i been on a scrappin model spree. i start everything fresh now and it always comes out more efficient. thx guys ill texture him after i rig kazdan. his rig should be close to done this time. ill post in that thread soon with all that
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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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WIP I should really finish Urai but......
ChalklYne replied to AshuraDX's topic in WIPs, Teasers & Releases
jesus ashura. badass man -
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
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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?