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ChalklYne

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Everything posted by ChalklYne

  1. yeah im hand painting him inch by inch now. im pretty flabbergasted at how hes turning out..and his metal is no longer an issue. the reason i added noise in the first place is cuz i wanted to see how it would look flat instead of glossy. but it bombed.hes fixed now.. ill post some pics soon.
  2. yeah i don like how they turned out either.. been debating changing it to a more plasticy-metal look
  3. wait, so its not like modifying the SP code, cuz u have a whole new core? im not good with coding, but in lamens, is it like that? kind of working around the no SP code, by creating a whole new Sp engine? or more like adding coding to the existing engine? sorry im code n00b
  4. yea skeletons sorry dude. sucky
  5. WTF!? i had no idea this was taking place. go u. pretty flippin Badass
  6. dumb question but its not really my area of expertise (if indeed i do have one lol) hey so if we have the MP code, howz come we cant have custom skeles in MP?
  7. well... i missed a lot of the details after a good second look, so heres my final version. cant wait to see him with his glow and spec shaders
  8. convert the roq into images and send it to me ill try it, id do it myself but i dont have JO. i owe u one anyways lol scratch that just send me the roq i gotta nother idea
  9. could prolly set up a photoshop action to take care of it all right? import em all as layers and action it to switch between the layers and i think itll pretty much convert the whole roq at once right? am i following what yer thinkin?
  10. so makin that skele for kazdans got me wantin to take a break, so i overhauled proxys textures and got him all prettied up, ill be rigging him tomorrow. 5800 tris 3400 points crits? i coulda prolly saved a few polys here or there by not adding in some of the needless detail (since it is jka), but its not too bad and i like how he turned out.
  11. another one of my patented dumb questions... how hard would it be to have the unreal engine (UDK) accept .glms .glas and .efx?
  12. so im just setting up the constraints for the feet and finger curls and what not so i can animate him easier in xsi... but its a task and a half for a n00br like me, so on my off time in between im retexturing him, and finishing up proxy. heres some texture updates as i work on them...
  13. i second that. where should we start such a thread for posting random pics of jka? art,media and technology?
  14. theres just sooooo much verts u can save with this model... i really just dont know where to start. id say definately start deleting all the backfaces that yer not gunna see in jka on everything. all that little armor seems to be separate full meshes where it could b done with 3 sided hollow cubes. make sense? like this.. delete all those ones like the ones i highlighted in red man and his helmet is seriously just gunna have to depend on some awesome texturing. some of it should be geometrical and some of it should be textural. especially that facemask u could acheive that same shape with 1/2 that maybe less then texture the crap out of it. i see that guy being done really nicely in around 7-8000 tris his helmet also looks rather flat at the top especially for how many faces are being used on it. hell u delete some of those edge loops and that flat top should smooth rite out u might not even have to shape it lol. but man u put a lott of work into that. id like to see something like that get finished. me personally, id start over, but if i put tons of work into him like that, id go thru and manually change it all back into nice smooth flowing quads and just go edge by edge thru him eliminating unecessary stuff. pretty awesome model tho man i got a stormtrooper thats at about 11000 and i went wayyy overboard i coulda saved quite a few when i look back at it. still looks cool =) good job dude cant wait to see textures
  15. proxy is being resegmented atm... and on the side im finishing up kazdans rig. ill hopefully be able to start his anims soon. heres some progress and an idea of how his rig will operate messin with his bone structure and fixing little deformers here n there to make sure he moves like i want...
  16. site lookz like awesome. how bout a pic of the week, upcoming contests, nostalgic file of the week. pic of the day, and of course.. stuff like this too http://www.flashmonkey.co.uk/lab/pacman/ 8D or this. especially this http://www.isketch.net/ yes.
  17. hi razr. long time no chat man.
  18. sigh... func not implemented in modtool version =( poo ill just start over again but im positive its got something to do with the way im assigning textures.
  19. hi im chalk i do mapping, textures, shaders, animating, and efx files, but mainly modeling. and causing mini headaches. sorry mini. dont feel bad i drove ashura cr@zy im mainly famous for slow learning, over or even double posting, and repeating myself and slow learning and i have a horrible memory i had a dog named rex that died when i was 14. i hate cherry flavor. and to be completely honest, my neighbors dog takes too long to and he looks at me. or it might be a she. but its definitely got tummy problems. i think stormtroopers are cool and about 3 years ago i lost my original raphael action figure i never took it anywhere and now its gone. pay attention to your dogs diet, and keep yer turtles close if they matter to u. hi. o0
  20. dude mini u totally fixed it man ima dummass. thx man. now i just gotta figure out the texture problem... do u assign a lambert or something or just the image directly into the material on surface? edit: o.m.f.g dude.. i totally screwed the pooch. thats why my textures arent exporting. duuuuuude.. im such a tool ima get it right now from that link. mini my bad man. i am honestly just lmao @ myself right now. so... besides screwing up every aspect of it, i think i got it this time lmfao. should we get a pot going? moving on... hey man i saw online a couple of multiple .obj importers and dragndrop .obj importers u ever get any of those working on 6?
  21. yeah i got the skin file all correct and in the right place. mini said i could reset transforms by clicking freeze modelling which i did. crazy stuff i dunno edit: skinfile i named it model_default.skin hips,models/players/proxy/stomache.jpg lhip,models/players/proxy/hips.jpg head,models/players/proxy/head.jpg legwires_left,models/players/proxy/legwires.jpg lleg,models/players/proxy/legs.jpg lfoot,models/players/proxy/feet.jpg legwires_right,models/players/proxy/legwires.jpg rleg,models/players/proxy/legs.jpg rfoot,models/players/proxy/feet.jpg torso,models/players/proxy/torso.jpg chestplate,models/players/proxy/chestplate.jpg emblem,models/players/proxy/emblem.jpg neckring,models/players/proxy/neckring.jpg neckring_hinges,models/players/proxy/neckring.jpg shoulders,models/players/proxy/shoulders.jpg eye_left,models/players/proxy/eyes.jpg eye_right,models/players/proxy/eyes.jpg head_wires,models/players/proxy/head_wires.jpg larm,models/players/proxy/arms.jpg larm_ext,models/players/proxy/arms_ext.jpg larm_wires,models/players/proxy/armwires.jpg rarm,models/players/proxy/arms.jpg rarm_ext,models/players/proxy/arms_ext.jpg rarm_wires,models/players/proxy/armwires.jpg ribs,models/players/proxy/ribs.jpg rings_left,models/players/proxy/rings.jpg rings_right,models/players/proxy/rings.jpg spine,models/players/proxy/spine.jpg
  22. yeah. hey what about adding new breakable style in the func_breakable portion of gtkradiant. u know how u get glass, i think stone, metal..ropebreak... maybe is there a way we can have more of those? i like to make nice breakable stuff in my maps and i need the option of making more breakable styles instead of modding the base ones
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