Would be cool if someone could code the third person camera to be "bolted" to a tag on the at-st. Oh and first person view with an at-st HUD would be awesome.
It was made with no triangles, must have been squished a bit when sculpting and didn't realise lol. Thanks for pointing it out. Side note: Why does everyone find these cool pics of Ray Park/Maul when I hunted google and found 1 or 2..... *sucks at google
Lol @@Circa & @@Agent_Ross thanks. I won't go into super fine details such as skin pores as it won't be seen in JKA even with normal maps. Speaking of which, I'll be making two versions: one with normal maps (rend2) and one without (vanilla). Guess which one will look the best.
Still have no idea why I'm crashing when exporting animation. Works fine on 32bit 2011, just not 64bit. :/ Also you really should upload your code to github.
Here's what I can see: - legs are too thin - hips look very weird where the femur joins to the pelvis - torso as a whole looks too thin - biceps toward the torso look quite large - hands look okay but a bit malformed - can't exactly tell, but the helmet may be tilted down a bit too much Won't crit the accuracy of the model as I don't know what it should look like. I'll leave that to others.
Yeah it's a 1:1 copy, only triangulated (I work in quads). The warning Warning: Surface can't use shadows, #verts(557) > SHADER_MAX_VERTS/2 (500) ( "helmet" ) which is due to me not taking into account the model being split along the UVW edges.