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Tempust85

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Everything posted by Tempust85

  1. If they remove Kyle Katarn in any way, I'll prolly dump DF2 mod. :/
  2. It's not already full scale?
  3. Decided to just do it anyway, it is ultimately the fastest way afterall as @@Psyk0Sith mentioned. Here's the bake onto the low poly game mesh:
  4. It's just taking too long to get the high poly model looking decent. Just sucks I can't figure out hard surface sculpt in zbrush.
  5. Triangle count is now at 906 and it's unwrapped.
  6. Had a look and the base one has no LODs.
  7. This is a high quality model, which isn't to be used in-game. I'll be using it to bake details from onto a game ready mesh. EDIT: Decided the fastest way for me to get this done and move on is to just do the low poly and texture it. I don't like to spend eons on one model, so here's the game ready mesh: Still have some fine tuning to do though.
  8. Managed to get a few hours today to work on this: Still a WIP of course.
  9. The guy on the right is the detailed one yeah?
  10. Tyvm guys! These will help ALOT!
  11. Kejim post. There's a source map file somewhere as well.
  12. Thanks guys.
  13. I'm not liking how this helmet has turned out now that I have better reference: There are several things that would take too long to move and whatnot, so I'll be remaking it.
  14. Stuff that, do the AT-ST. Now THAT would be awesome.
  15. Can someone please explain in detail how to grab the latest updates from OpenJK to my fork? I get conflicts and I'd like to know the process to fix and continue.
  16. There's already a lot of missions, I don't think we need to add anymore. A thought to keep later on though.
  17. Yay, I can continue on the stormtrooper.
  18. I have the map files. @Jedi_Meditator The map looks pretty good, however there's a few things I'd like you to go back and fix please: 1) The vis isn't done efficiently. You made a big box on the outside of the map and made everything inside detail brushwork. It's better on FPS to not do this. Please fix this by using the outer brushwork as structural, leaving the inside as detail. 2) There's alot of areas that aren't caulked. By this I mean does not have the caulk texture applied thus not rendering the surface. 3) There are a few areas that have odd looking brushwork like around the door frames for example. This isn't your fault exactly as the original map also has this, but please flatten them out or make it as patch work and also apply a different texture. The lighting however looks fine, & the map itself looks to be almost an exact replica of the original so great work there.
  19. Prolly falls off the elevator. Might just move him off the elevator completely.
  20. Send me the .map as well so I can add it to the source files on dropbox.
  21. I think that's spot on for a realistic version.
  22. One thing I noticed is the finger weights. Because of Raven's shoddy animation work on the fingers grasping sabers, you'll need to NOT weigh 100% to the finger bones for it to look decent. To do this, simply add maybe 25% hand bone weight on all finger bones. If you don't care so much about the fingers clipping through, don't worry about doing this.
  23. It looks great. The only thing I suggest is model the belt & gauntlets. You should be able to just cut directly into the mesh and enhance the detail without screwing up your existing UV's, but not sure what Silo (I read you're modelling in that package?) can do.
  24. Shadow mapping would be great.
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