Jump to content

Almightygir

Members
  • Posts

    114
  • Joined

  • Last visited

Everything posted by Almightygir

  1. @@minilogoguy18 shhhh it's a secret! besides, i heard he also has a friend that needs making, so this truly is a project project... =x
  2. Updates will be infrequent, i've got a lot of other stuff going on right now. But i figured you'd like this. at the moment it's just a blockout of forms and no real detailing. will make him less stylised and bring in some realism as time goes on. hair is placeholder. http://www.youtube.com/watch?v=7T0rpHbeM3w i might record my next sculpting session with him, we'll see.
  3. yeah man, i got lazy as fuck with pretty much the entire model. it's so old lol!
  4. Well, i don't have the model anymore (glad someone does though). If they want to send the file back to me, i can readjust the proportions slightly, and i'm happy for it to be released.
  5. i wonder if @@Inyri still has my old malak model...
  6. two things to suggest here since you're zbrushing. 1. drop to the second subdivision level, use only the move brush, and use it to push/pull things around until you get a solid basis of form. keep doing this through the next two subdivisions as well. don't start sculpting like this for a while yet, because right now the result is quite blobby and unrefined. it takes a while to get this workflow into your head but once you do you'll see better, faster results. 2. convert the mesh to dynamesh if you insist on sculpting at high subdivision levels. right now your mesh is quite inconsistent in terms of polygon density. using dynamesh would help with this. another thing to consider would be creating a bunch of base shapes (ie: top of the skull, bottom jaw, tongue, neck, body etc.) all as different objects and having them as their own dynamesh sub-object. this will allow you to focus more easily on individual parts, which you can then merge together later as you get more refined. that's the workflow i used for this (now very old) dragon model, it allowed me to reach levels of detail i couldn't have done with a single sub-tool:
  7. To expand on my previous post, because i'm nice (and yes i know DT you probably already know this stuff) and feel like educating the masses today... On the right - Evenly spaced geometry in the low poly, trying to ensure that the high poly edges aren't too tight. you can see the even spacing in the high poly, on a basic cylinder it's not so important, it's just "good practice" to do it. when it comes to more complex shapes you want the geometry as even as possible. notice in the bakes below how the lines are nice and smooth, there's enough of an edge to define itself, but it still allows for a really nice curve in the shading. On the left - worlds tightest edges! uneven geometry will lead to problems in more complex shapes later on, and in this particular example, you can see in the bakes below that the tightness of the edges has caused the bakes to come out with razor thin shading that would be problematic if it weren't on a straight line. In fact you can see this quite clearly at the top in the middle.
  8. make sure the belts have a nice fat bevel on them for the hard edges, if you bake them down now you'll get really pixilated, possibly broken lines.
  9. wish i could find my old raziel.... maybe i'll make a new one one day
  10. Okay awesome, so it seems there's at least some headway being made! @@Xycaleth - Is it at all possible to predefine materials in base GLSL which the artists can call later on?
  11. Hi guys, I used to make characters for jka waaaaaay way back. I doubt anybody would remember anymore, but that's fine! Over the last year or so i've taught myself hlsl/cgfx/glsl shader languages, and i wanted to have a crack at seeing if i can port any of that knowledge into JKA and making it look more visually appealing. So what i need to know is: 1. has anybody attempted this already? and if so, what success has there been? 2. how accessible is the source code with regards to the graphics processing side of it? 3. is anybody even interested in this? cheers guys!
  12. 320 downloads

    Take the zz_Remnants.pk3 file and put it in your "C:/program files/lucasarts/JediAcademy/GameData/Base" folder. Huge thanks to Gir for making this project 1000x easier by allowing me to rig and mess with his Kadaj model. I have to say I've learned a lot as a result of working with him and hope we get a chance to do it in the future. Special thanks to Ryojin for doing the selection dirty work, as I can't be bothered with that silliness, and fortunately he's cool enough to do it for me. Props to: Inyri Forge for shader help, Noen Garuth, Jalechah, Anakin992, Kyoku Maggot, and Ryo Thorn for moral support and crits. Has it been a year already since I started doing this stuff? Seems a lot longer than that. Its been fun...just wait and see what I've got cooked up for next year...
  13. 367 downloads

    Gattsu is one of my favorite characters, and i felt compelled to create him. this file is a gift from me to the comunity, in the hope they may also enjoy it. edits may be made to the file, but only if credit is given to myself, and that this readme is included in the file. thank you. Polycount: 3500 Team Skins not yet Bot Yes NPC Yes Custom sounds Yes Skin templates no LOD support - Nope
  14. 561 downloads

    After seeing an image on the interweb, i found one that looked pretty cool, and sketched out some basic concepts for my own character. and got to cracking on it. hopefully you like it, i know i do =]. FEATURES New model New Sword Glowing eyes, and sword runes (hehehe funky) Sounds Bot support Team support, but slightly different to the usual
  15. 321 downloads

    Initial release of a couple of models that have been laying on my hdd for faaaar too long! i finished both models a while ago, and decided i should release them, while working on other things, just to keep anyone who WAS interested, STILL interested. Both models are done to my own likings of the character and arent 100% accurate to the originals. i made them both in the style i wished, and with the appearance i felt suited them in my own mind. if this isnt for you, then dont use them! I have included the Masamune, which trauma made for me a while back, and the Gunblades, that inyri made. i felt they both work well with the characters and after asking both their permissions, felt they would be good as a release together.
  16. 146 downloads

    Comes as is, it's a very very old model and skin, made almost two years ago. feel free to rip it apart as you do with everything else. if you have any suggestions, feel free to email me at: lee.devenald1@homecall.co.uk
  17. 6,270 downloads

    Darth Revan from KotOR, except this time it's not a terribly rigged illegal port.
×
×
  • Create New...