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Lyrion

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  1. Interesting, I’ll check on that later! I really appreciate the tips guys, thanks so much for the help and learning
  2. The master him self! I’ve learn about ur work today, please to meet you! (And yes, it’s an Anakin quote ) lol. I’ll keep that in mind! Thanks a lot buddy
  3. Very right about the hand part! I’ll keep that in mind for my future custom, or qu-rhan rebuilt I doubt I can optimise it enough to work, no matter how hard I’ll try simply because it wasn’t buildt with JKA limitations in minds until the very end when I’ve learnt about it I’ll have to start from scratch to make it work, but I see it positively as I think this is very good practice to get beter with the software overall
  4. Thanks alot guys for the heartwarming welcome! I'm so very happy you guys like my work Oh.. and yes! I'm having huge trouble lol. But i'm so new to this kind of stuff i can only think it is to be expected, but i'll keep working
  5. I'm having trouble understanding how in the fuck you replicated the Torus and Cylinder stuff with that low amount of polis and tris man, its very nice work!
  6. Woah! Is this MB2 Compatible? You need to get this in game asap. It's the main reasons I started doing 3Ds lol, couldnt stand the default Qu-Rhan MB2 Version anymore, please, make an MB2 release! I'll still try to make my own model for the sake of it, but your model is nice enough and it would put less pressure in my mind to rush my version asap, because i really cant stand the default, MB2 one
  7. Thanks a whole lot guys! I’m so happy you guys appreciate my work, it’ll make a change from mb2 forum into which I keep getting bullied every time I post something Ideally, i sure want low polis models so that I can use, and share it for people to play with inside the game! But I wasn’t aware of any of these polis/tris details limitations about JKA engine when I started building, Im still not even sure what is the roof and the floor. A dev told me that, tris wise, currently my most detailed hilt is bigger then the most played map DOTF V2! I found that a slight funny, but it also saddens me to know I probably cant export that current model in game, without huge optimization. Altho, I’ve successfully optimized a prototype that look about the same, still real nice at 6.5kish polis and tris, but they said JKA couldn’t handle that either... *salt slowly rising* I need your help guys, to understand optimization, but also for another detail! If someone could grab fews of the most detailed hilt, Orgus Din, Ezra (im guessing) made by Rooxon, and or any more detailed hilt, and give me exact polis, tris and vert count, it’ll give me an approximation of the roof I can work with! Im pretty sure that his hilts are bigger then 1k polis and tris, since the shitty hilt which I’ve managed to import, (which is also the one I’m trying to replace), MB2 Qu-Rhan, has a count of 900 ish. I’d do it my self, but I m not yet experienced enough with files stuff, so i would be quite happy if you guys could help me for that! Edit: Also, please, if anyone nice enough for the count, grab a very detailed staff if possible since they are bigger and tend to have couple details I really need a roof approximation to know how to build in consequence
  8. Here's my WIP Qu-Rhan Hilt that I'm slowly working on, also simple ArtWork stuff. This is my first 3DS max project, started 2 days ago. I plan to polish and optimise it as i'll learn more, more and more! Hopefully I'll be able to adapt it to the old JKA engine without too big of a quality decrease along the way! This version is currently sitting at 40k polis and 40k tris, 20k vert. So... yeah, huge optimisation work that i'll have to do. My lowest, but ugliest prototype sitted at 3.5k, while my most decent prototype at 6.5k-ish. I'm confident I'll eventually get to the sweet spot! Wish me luck! I'd also like to thanks Rooxon, among others for the help they provide to me. Edit: How in the fuck do I upload fat pictures from my PC in here lol, i'll have to keep that small little picture up there until I figure that out
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