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Everything posted by Tempust85
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Body of course, would look hella wierd otherwise.
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A few adjustments:
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Here's that unzipped robe version:
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Robe is a separate mesh. Should be able to make that robe version, just looks like the robe is unzipped at the front with the hood down.
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Started on the robe:
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Ah ok. Also, the horns are removable so someone could make a bald human male.
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No idea, but I have been told in the past (don't remember who) that there is an object limit in the code. But what really confuses me is, if there is a 32 limit then why does my Jedi HM model work when it has well over 32 objects? Maybe the limit doesn't do anything or maybe the info I was told is wrong.
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Reskin into what lol? Update:
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Yeah I've been thinking that too, I'll just need to tweak the normal bake.
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I also used to think they would be but after working with the improved Jedi HM, I don't think such increases are needed. The only one I could see that MIGHT need an increase in the future is the object limit.
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I'm checking all of my previous models I swear I've seen UV seam splits on (ie stormtrooper) and now I don't see them. Please tell me other people have seen UV seam splits on their work.......feel like I'm going nuts here. :\
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They come up to just past halfway of the shin, maybe they look weird because we are used to seeing Jedi/Sith here with boots that go up higher. I dunno, they look fine to me. I'll need someone to point out exactly what's wrong before I'll notice anything lol.
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Been a while since I've shown anything: No normal maps.
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Lol, been a while since I've seen EPI my bad. I thought he had that clean shaven look where you can still see a VERY small amount of stubble for some reason.
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Nose looks a bit massive, and the lower part of the face is missing highlights. You should also look into giving him a very light stubble.
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I'll post back here once maul is done.
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Not anything from TOR sorry.
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Yeah, choosing white color will put it back to the original but like I said I had to change the Anakin clothing.
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I'm starting to think that the UV seams were either in my head or Archangel unknowingly fixed it in his exporters as Max 2011 has no splits either. I don't have any models for Max 8 anymore so I can't test that one. @@Xycaleth I ran it through again and it decided to convert lol. Looks fine in modview.
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Would be awesome if JK Enhanced could have separate coloring for Head/Torso/Legs rather than a global coloring. This would enable us to change hair color to blonde, torso to red and legs to blue for example. Would be even more awesome if set colors were replaced with an RGB color mixer box thing.
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Just need to fix up the icons: Had to make Anakin's clothes have cream + black leather to work with the coloring properly.
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For my next trick: WIP
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root.xsi has issues being imported to ModTool, I forget what I did but I had to edit the xsi file and remove some crap. Probably would be good if Rich could also add dotXSI format support for Noesis, this way people can convert between different dotXSI versions (1, 3, 3.5, 6). @@Xycaleth Using your converter I still get no splits in the mesh along UV seams. No idea what's going on, but I've tested both GLMs in MP & SP of base JKA (not OpenJK). Also, your exporter can't handle exporting my jedi_hm due to the numerous parts I'm guessing. It crashes upon application start.