-
Posts
4,085 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by DT.
-
-
That ref I posted is the actual sculpt they used for TFU's Starkiller, so that's the best non Sam Witwer pic you will get.
-
Yeah, I read through that Appleby doc to make sure I had everything correct. I added a mesh_root to begin with, and removing it changed nothing. Must be different for Max.
I thought about using multiple scenes, but I decided to use layers off the bat to keep everything neat.
Thanks for the help guys, I combed the scene again after I finally got some sleep and I fixed it. I had the r_leg named as another l_leg. Loads up and switches fine in Modview now. Doesn't matter how much you learn, you can still trip up on the simplest of things.
Psyk0Sith likes this -
Me too, which is why after looking at Hapslash's Stormtrooper I decided to try harder to get my own to a lower tri count. He did great (and certainly kicked Raven's ass), but there are a few little things that aren't very accurate and it's the ANH armor. The one I made is ROTJ armor and is as accurate as I could make from the refs I had.
Now I just need to try and squeeze a little more tri's out of LOD0 and make some extras.
ChalklYne and Barricade24 like this -
Zbrush does take a bit getting used to for some (including me), but what you can do with it is worth learning. There's also Mudbox you can try.
-
Ah ok, well you should pickup a Zbrush trial and give it a go.
ChalklYne likes this -
Now that you're in a sculpting program, I'll let this pic speak for itself in terms of helping you:
Kreed Antilles Ordo and Link like this -
Ok so I've now tried my hand at making LODs. My model compiles fine until I decide to include LOD1 & the LOD1 tags. I get error 6210, and I've tried fixing the tags as mentioned here http://psyko3d.50webs.com/tutorials/errorfaq.htm to no avail. My LOD1 model & tags have the "_1" after it, and have "stupidtriangle_off_1" linked to nothing (tried a mesh_root and didn't make a difference).
Any ideas guys?
-
Reminds me more of Gothic 1/2.
AshuraDX likes this -
The final count for that is 7,088 tris which is still too high and that's with no extras. I'd have to do some serious LODing to make it remotely useable.
EDIT:
Ok I can't get it any lower than 6,620 tris without a full redo. I have however made LOD1 at around 4,500 tris. Chalk, it's upto you whether you want to use mine or Hapslash's Stormtrooper.
-
-
Ok cool, this will also serve as a JKA version seeing as I can't find a working JKA link anywhere.
Almost done. I've done a few little tweaks, including some UVW mapping tiny issues & fixing the hand plate. Just need to finalise and weight. I'm also combining in the sandtrooper parts.
ChalklYne and Barricade24 like this -
Hell I dunno. Someone contact him see if I can remake it? If not screw it we can start one from scratch. I'd like to anyways. Much like the TIE fighter, I'd like to have my own version of a ST as well. If I did that... couldn't I add things like packs, paldrons, modified armor, different helmets, ammo, and other things and just rig em all to the same skele and just have variations via .skin files? I guess what i'm saying is would it greatly drop fps to have all that stuff on a model? or does the game plain not even load the geometry that is *off in the .skin? That way I could make a clonetrooper and a stormtrooper "create your own" kind of thing. I could use them for my mod, and it would be a cool download by itself. It would have to wait for about 2 weeks though because i have some things i need done first, then, i will need the ST. it would still be nice if someone could try and ask em if I can rebuild
I'm pretty sure no one cares if you tinker with their models, so long as you give them credit for the original.
If you want, I could un-mirror Hapslash's Stormtrooper for you.
-
Speaking of Hapslash's Stormtrooper, I cannot find a working link to the JKA version anywhere.
-
To be honest, you may as well just use Hapslash's improved Stormtrooper. I'm really not liking the tri count on mine, and I can't really cut anymore detail out without ruining how the textures fit. That and I don't really feel like doing a full remake just for JKA.
There isn't really anything wrong with Haps one and it's already done, though it could use is a worn version.
ChalklYne likes this -
If you made this in 3ds Max, make sure you reset xform on the mesh and collapse the stack. Any surfaces that are flipped you will now notice, then all you need do is flip them back to normal. I would also do an editable normals modifier and make sure all your mesh's normals are unified.
-
@@Corto nailed it, only thing I have to contribute at this point is the distance between the top lip & nose is too much.
-
Yeah forget the head for a while, work on the body.
Milamber likes this -
Chalk, man what happened lol? Your 2nd last update was alot more closer to him.
ChalklYne likes this -
Ok, got it down to 7,800 tris. Can't really go any lower without a complete overhaul of everything.
ChalklYne likes this -
Looks great! Will it be on PS4 though is what I'm wanting to know. I'm trying to figure out if I won't need my PS3 anymore.
-
Why not just change the .skin file it uses? I think it's .skin file 'G' or something, haven't looked in quite a while. I recommend looking in modview for the correct skin.
-
I do plan on doing LOD's, the original model's tri count is waaaaaaaaaaaaay too high not to have them. However I will only be making 2 LODs, preferrably:
LOD0 - 7,500 tris (original model, need to get it down to this first or lower)
LOD1 - 5,500 tris
LOD2 - 3,500 tris
The only person who did make them that I know of was Hapslash, no one else (once again that I know of) did not even me.
-
The way I get existing animations onto the biped I animate with in 3ds Max is using Bippy, which converts animated objects into a character studio biped. Neat tool really if you understand how to use it.
-
Ok Chalk, I got the tri count down from 12,000 to 8,345. Trying to find areas where I can cut detail from, but it's getting harder and harder lol.
ChalklYne likes this
DT's Stormtrooper
in Unleashed Models, Textures, and Sound
Posted
I'll put any further updates on my Stormtrooper here.
Now does anyone know if it's possible to use a specular texture to mask certain areas from using this shiny shader?
P.S I stole this from that Hapslash Improved Stormtrooper v2.