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Everything posted by Tempust85
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I use 2014. I can reweigh the head no probs if need be.
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@@eezstreet Will JK:Enhanced assets be needing any vanilla renderer compatibility? If so, I need to fix that model as AshuraDX said.
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I could slap it onto my Jedi HM.
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Walrus men and Devaronians would be a nice addition. @@Psyk0Sith :D
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Update: Specular looks better when there is moving light.
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Trial and error I suppose.
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The view model version will have larger texture maps (2048x) and a higher quality mesh at around 2500 tris for rounder cylindrical objects mainly.
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Update: Diffuse + Spec (only a light amount, with it really shining on the chips) + Normal Map
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The bounding boxes are sh!t. I remember struggling with that Kryat dragon for JKG a while back, it only wanted to do a wide & height so it sucks for models with a rectangle kind of body. We need better collision, ie using the last LOD (not the lowest LOD as even it can be simplified further for collision only).
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I did the photosourcing, yes lol. I can't paint skin worth a damn so I photosource heads. It seperates? Damn, I must've been high when I made it or it's a weighing bug. Either way, I don't have any source files for it so no fixing it. I might one day redo it, but most likely when rend2 is ready.
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Yeah that's my model circa, plasma did the textures except for the face.
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I always get funky shadows, whether I use smooth groups on the low poly or not.
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Yeah, I've also noticed models are lit more from the back. There must be something like a fake light in the code coming from the player's view.
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Yep. I'm going to also add a cavity map and see how it goes. The normals were baked in Max as Xnormal never behaves for me when it comes to normal maps.
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I usually just look at other models like the howler and see how long their frames are incase there's a set length in the code or something. You're using a later version of max yeah? I suggest a CAT rig as a shadow rig with the 'ingame null bones' binded to it.
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Update: Low poly world model. Normal map + AO bake + basic colors.
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It's the JO imported nulls, but I'll be adding my own facial bones (while keeping the old ones for compatibility). Right now, the new GLA has: - all of JKA's animations - the JO animations I converted months ago - all 5 fingers with 3 segments - 1 toe bone each foot - removed tail bones as they are useless - both rhang & lhang bones I just need to sort out the facial bones, then animate them. Once I have a user-friendly rig, I'll upload it so others who animate in 3ds Max can start. EDIT: Regarding the new facial bones - in order to use a cutscene GLA, the bones must match. I will be animating the new facial bones, but only the stock animations (smile, talk, etc). Anything else (shocked, poke tongue, rage face, etc) can be used in a cutscene GLA if they aren't required more than once throughout the game as cutscene GLAs are level-specific.
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I wonder if it will be as easy as just rigging female chars to a different GLA that is a copy of the base one but with some femine anims. For all animators: Any changed/added animations must be 3.0/3.5 dotXSI files and made in either Modtool or 3ds Max. The GLA is being compiled using the anim source files and I'll be adding all fingers & the toes back, while also adding new face bones (keeping old ones as well for compatibility). Using any other software including Dragon, Blender & GLAmerge will make your work incompatible. @@minilogoguy18 You'll need to make sure your ModTool rig includes the toes & all 5 fingers with all 3 segments from JO. You won't need to worry about the facial bones though, just keep the JKA ones in yours.
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I'd rather saber crystals & holocrons for upgrades than force points.
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I personally would like crosshairs per-weapon & per-attack. Like for the bowcaster, you'd have 1 crosshair for the primary & and another crosshair for the secondary visible only when charging the shot.
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Is there a place to upload finished content for either JO or JKA?
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Update, along with better lighting:
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I'd like to see rgb boxes in the menus. Also don't forget, I have my Jedi hm improved pack with robes and more heads.
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ALOT lol, that's the high poly model I'll be baking details from for the ingame models. Finer details will be done in photoshop.
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Highpoly: