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Tempust85

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Everything posted by Tempust85

  1. I do plan on making the robe + hood straight after I finish up the non-robed version.
  2. Tempust85

    Noesis

    It can only convert a GLM to other formats, it cannot write out GLM files.
  3. Nothing really worth showing right now, but I only have the boots to texture. I've also segmented the game mesh, linked it together & weighed the head.
  4. I haven't any plans to do the others, it's something I'll have to think about.
  5. Ta-da Someone will have ALOT of fun reskinning.
  6. http://www.slashfilm.com/star-wars-bits-harrison-ford-injury-update/
  7. I'm just about done with those caps on Jedi hm, should be back to this guy in a day or so. @ I'm just making what we see in episode I. No plans at all to make a savage.
  8. Sorry this is taking so long, getting side-tracked with JK: Enhanced.
  9. I spread the shine out and reduced the intensity: EDIT: Just a little update. I've finished weighing everything but the caps which are 70% made.
  10. I'll have a looksee at them and see what I can do. EDIT: From this shot, nothing looks wrong exactly.
  11. The tarsal bones aren't there. They are the same mesh as the original jedi_hm.
  12. And here's a pic from modview: Just need to finish up weighing the torso's, do the caps and make sure everything is linked properly before an in-game test.
  13. HS jedi clothing works fine with all its variants, it's just that you cannot mix n match with the jedi_hm clothing. But this thing (below) is possible:
  14. Fixed the issue I had, so I'm now adding in jedi_hm variants. Just to note - HS jedi clothing won't work with any parts of these variants. I will get the Anakin & Obi heads to work with them though.
  15. I'll think about that once I have the base human male + HS stuff compiled and working. Meanwhile:
  16. I decided to add the HS Anakin torso, hips, belt packs & head for variation.
  17. For now, I wouldn't worry about making a Jan Ors head. Just a good head to use with the new facial bones.
  18. "Like" this post if you think I should add tabard 'flaps' variant for the back of the hips.
  19. Robe & hood as well, including all the caps. Will need to add a hood for each head, as you can see it either clips or doesn't look right.
  20. I dunno, Xycaleth said at one point the fix could lie in the renderer but fixing the file format itself would probably be easier.
  21. I imported a max exported xsi file into mod tool with 'normal' checked on the importer and your exporter doesn't create these uv seams. It's obviously the ghoul2 format. It seems to be something that happens with older formats.
  22. I remapped the HS hands to use the jedi_hm hands texture and I fixed up the African American variant:
  23. It may just need to be a fix in your FBX 2 GLM at some point. EDIT: After some reading - I found that if you do a normal bake onto a model that has the UV seam splits, it will mostly stop the splits from being visible. So this looks like the only option artists will have when making assets with rend2 in mind.
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