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Everything posted by ChalklYne
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I cant seem to find any non humanoid requests... Has Krayt dragons been done? Are there any happabores? how about a Nexu? veractyls? I'll take on some non-humanoid canonical Star Wars model requests here. Post reference pics of whatever youre talking about hidden in spoiler tags to clean the thread up. Ill keep adjusting this post to show what models have been requested and what ones I've taken on. Requested Kowakian Monkey Lizard Gundark lothwolves and lothcats Mortis creatures Happabore Terentanak Luggabeast Jabba the Hutt Kell Dragon Vorskr Accepted Happabore Jabba the Hutt Kowakian Monkey Lizard T3-M4 Progress Modeled Textured Animated Released Happabore X X Jabba the Hutt X X Kowakian Monkey Lizard T3-M4 X X X
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Might just leave him like this and finish it in Substance. https://jkhub.org/albums/hR5wtPh
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It has mastered invisibility. Its movements are so slow... Its become imperceivable.
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Its worse.... Its the undead
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Different texturing approach https://jkhub.org/albums/5Bajuz7
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492 verts lol ill try out a few different texturing ideas and we can debate which ones work better https://jkhub.org/albums/KJYXXG7
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Low Poly Mesh https://jkhub.org/albums/sgjVnbq Now that it has decent topology I'll go sculpt... then export out a new modified low poly mesh... unwrap it... and project the sculpt details onto it. Ill just keep posting WIP's.
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Retopo process before the sculpt https://jkhub.org/albums/MxeTadJ Around 300 points right now
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Thats really the golden question isnt it? I've never gotten an eact answer from it... but... from what I remember you can only have 32 parts per model... also... the uvmapping process adds a few duplicated vertexes you have to take into account. If you wanted to avoid all errors (and keep ample space for uv points)... id say keep each part under 475 or so. 475 times 32 pieces = 15,000 or so the thing is... have you ever really looked at a correctly made model of 15,000 polies? you can do a LOT with that much in jka. entire maps. I think the thing about jka is to get as much bang for your buck as possible... and 15,000 is so much bucks the bang has to be just... breathtaking... to even bother. Long story short my opinion is and has always been if you want it in jka then model it for jka. The answer to your question however is around 15,000 is my guess.
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Perspective on Ill await crits for the night, and if there arent any ill retopo this mesh and post WIP's of it https://skfb.ly/6yPQ9 I started off with a sphere and did a basic zremesher once i got the skull shaped... so theres a weird crease down the back of his head and a few other glitches from the remeshing process... but ill be able to fi those easily when retopo I just need the basic shape for now to retopo... then i can add finer details Also... @@AshuraDX how do I embed images and sketchfabs again?
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Ive learned quite a bit about remeshing and sculpting and would like to attempt this guy again. Started this mesh last night. Crit away and Ill retopo when its fully completed. The end goal being I need a model that looks like witwer and i am going to keep it under 500 polies
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One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
Yeah im not sure i could do a decent character in a day. Hell if i know, ill just wait til the @staff figures out how to do it all... My glaive was awesome too =/ -
One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
I facepalm your entire existing right now. -
One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
ok ill start. Infinity War. see u guys in 24 hours -
One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
@@Circa I'm just pumped man. I'm jacked and titolated by the idea of starting this lets rough draft some rules? I propose a system something like @@Noodle yeah i dont think i can participate every day either... maybe we pick a day a week and go from there? i can definitely do a day a week. -
One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
I feel an elitist stonewalling of unprecedented proportions. I'm going to apply for that staff position one day and all of my suggestions will rain down like fire upon them. Just like they hushed Bob_Bergen. Wwbbd. I vote we instantiate a hub oversight committee in which I will spearhead a vigorous investigation into why and how this thread was oppressed and why I cannot use @Staff to summon our leaders in times of duress. -
One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
I'm ready whenever you guys are. I say first staff member to type in a random word we got 24 hours to submit the model game ready for jka. Maybe do a poll at the end. @Staff -
@@katanamaru yeah i got that far... Its the other ones... The anims that start with lk and s and r and t youll see them in modview near the end. Long time no see
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yessir... well... from memory at least.
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Hello. I would like to request an indepth saber combat animation list pertaining to which directions are calling which animations in which stance. i.e. Saber Stance 1 ("Blue Stance") Up + Attack = Both_A1_TB Up + Left + Attack = Both_A1_TLBR Up + Right + Attack = Both A1_TRBL Up + Attack = Both_A1_TB Left + Attack = Both_A1_LR Right + Attack = Both_A1_LR Down+ Attack = Down + Left + Attack = Both_A1_BLTR Down + Right + Attack = Both A1_BRTL Saber Stance 2 ("Yellow Stance") Up + Attack = Both_A2_TB Up + Left + Attack = Both_A2_TLBR Up + Right + Attack = Both A2_TRBL Up + Attack = Both_A2_TB Left + Attack = Both_A2_LR Right + Attack = Both_A2_LR Down+ Attack = Down + Left + Attack = Both_A2_BLTR Down + Right + Attack = Both A2_BRTL Saber Stance 3 ("Red Stance") Up + Attack = Both_A3_TB Up + Left + Attack = Both_A3_TLBR Up + Right + Attack = Both A3_TRBL Up + Attack = Both_A3_TB Left + Attack = Both_A3_LR Right + Attack = Both_A3_LR Down+ Attack = Down + Left + Attack = Both_A3_BLTR Down + Right + Attack = Both A3_BRTL etc etc Mainly struggling with how A7 works with controls but I need them all really to make sure I have this right Thank You. also, i'm assuming all I wrote to be accurate but did it from memory and missed some things so feel free to correct those as well and throw in any other saber combat animation I may be forgetting. Excluding throws or saber locks. Please include stances as well. I'm sure most of you can probably just do this from memory but I need to make sure I get it right
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One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
Well... however you guys work this out, make sure you tag me when it starts. -
One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
@@Langerd yeah that's about how I was thinking. @@Circa says 24 hours. I'm fine with either. Maybe not so specific items u know? Like... Instead of saying e-11 blaster just say rifle. That way we can see people getting creative. -
One Hour Build Battle Challenge
ChalklYne replied to ChalklYne's topic in General Modding Discussions
Well... I was thinking just random objects... but... Some star wars themed stuff I guess. Maybe weapons and items and weird odds and ends that we don't already have @@Circa yeah let's just get it going. Start one. The first few may bomb out but it will catch on. Maybe figure out a time of day that it starts and ends andcwe c will know what time ti check in for a new challenge every day -
Thanks to AshuraDX I have confirmed that this is the source animation skeleton. The one I say we should have been using all along... imo... not having this knowledge in the beginning, and agreeing community wide to switch to a skeleton of nulls instead of bones almost ruined every single custom player model ever made for either games. once the animations are successfully extracted from the game and you want to add say simulated cloth or extra bones or anything... any of the player models not made with those particular nulls would not transfer over correctly.... and would actually "break" knotting themselves every animation. because carcass ditches unused bones...basically in JKA and JKO there is only 95% of the actual skeleton being used... but in the source files there is 100%. so compiling the source files into a new animations.gla will have weights on areas you didnt even know you should have... i will now attempt to transfer all source files animations' nulls' transforms into bone transforms contained in the null skeleton we have all been using to fix this issue and further construct a fbx version of animation.gla for future manipulations of the skeleton with maximum compatability with jka null rigged models.
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Before you say Jedi Outcast, pay attention to the nulls... What skeleton is this? https://imgur.com/a/YNSRF