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Everything posted by Kualan
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Anybody got any Clone Wars requests? Rewatched the movie tonight and fancy doing something from that era again.
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One suggestion - try blending some of the normal map (texture ending in _n) with the main diffuse texture to create a more detailed result in JKA. Using just the diffuse texture by itself results in a lighter, less detailed-looking texture in a game like JKA.
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Converting FBX to GLM and rigging a model
Kualan replied to ShenLong Kazama's topic in Modding Assistance
You could also just cut out the main 'body' part of the AT-ACT and kitbash that to the existing AT-AT model instead, which would save you all the hassle of re-weighing the legs, etc. I imagine the 'body' is weighed to just one or two bones so would be pretty quick to do. -
Converting FBX to GLM and rigging a model
Kualan replied to ShenLong Kazama's topic in Modding Assistance
It should be possible, since the really difficult part (making the custom animations) already exists in the form of the current AT-AT model available for JKA. Once imported, in theory you would just need to delete any existing weights/rigging in the .FBX file and re-do them (this time aligning the weights to bones that exist in the original JKA AT-AT's skeleton). The proportions between the old and the new model is what will determine the success of this (scale doesn't matter, just the proportions of the model's individual parts in relation to each other and how these have been modelled with the intended animations in mind). For textures, importing the .FBX file should retain its UV mapping so you won't need to re-map the UV for .glm. But on the other hand, I would say this is a particularly involved choice to do for your first Blender .glm edit. A lot of it is very specific and different to standard humanoid skeleton editing, you may want to familiarize yourself with those processes first as at the moment you're sort of trying to achieve the 'exception' without first learning the 'typical' if that makes sense? -
Converting FBX to GLM and rigging a model
Kualan replied to ShenLong Kazama's topic in Modding Assistance
Can not reiterate this enough. When I was starting out I tried to focus on just learning how to do the very specific process I wanted to achieve, figuring I could just follow some step-by-step tutorial for that and not worry about the other stuff. But the truth is it's practically impossible without first learning the basics of Blender. It might seem inconvenient if you're just trying to do one thing, but just invest a couple of hours in following a basic Blender tutorial series (of which there are loads on YouTube) and it will make life SO much simpler for you when you then try to learn how to do things with specific formats or plugins like .GLMs. Trust me, it will pay off. -
Sure, it looks good.
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Back home now, so here's a screenshot of the updated Krennic WIP: There will also be a hat version, and a lower-ranked 'younger' version from his days as a lieutenant commander. If anyone wants to make a soundpack, go for it.
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The eyes and hair are not weighed in sync with the rest of the head, results in some very odd-looking moments during any animations where he turns his head! I was going to do a Battlefront-version of my Krennic kitbash too, but there's probably not much point now. No sense duplicating efforts.
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Eh, not a great critique in my opinion. His main point seems to be that the film should 'tell' more and 'show' less, which is arguably exactly what you should try to avoid when writing. There are things that Rogue One didn't get right, sure. But I think this reviewer has missed the mark a bit.
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I'm away from home for the holidays at the moment, but there isn't much more to show at this stage - his hair colour has been tweaked with some brown and some age detailing has been added to the face to make him look a little more weathered.
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- 18 comments
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- Star Wars Related
- Jedi
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(and 2 more)
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When you mirrored the objects, it is possible you flipped the vertex normals as well which might cause issues. When you have the meshes open in Blender, are the mirrored sides noticeably lighter/darker than the non-mirrored ones when in 'Solid' view mode?
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Did a little more work on Krennic today, and am hoping to get the next issue of my comic finished in the next couple of weeks too. Probably won't have time to do any more than that but I'm always happy to hear ideas.
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I really liked Krennic. It's not often in Star Wars where the villain is just as much of an underdog as the heroes yet still manages to pose a threat.
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Great post, interesting read! Keep up the good work.
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Hot diggity, that's great! Thanks man.
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Well, this is exactly why I haven't publicised it - it's not about making mods for money at all, but apparently people can jump to that conclusion. I set it up because a couple of fans of the Skyrim mod wanted to, as they put it, "buy me a beer" for the mod I was making anyway and suggested it as a platform. I might take it down anyway. It was flattering having some folks want to donate a couple of bucks as a gesture, but I'm getting the impression too many people misunderstand it or think I'm out to make money.
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Thank you Peneke, appreciate it. I haven't posted the Patreon here before as I don't think the Hub allows that sort of thing (is that right, @@Circa ?) The donations are collected on a 'per creation' basis so nothing will be taken until I release the big project (the Game Of Thrones mod for Skyrim). Even though I've released individual kitbashes and stuff for JKA in the meantime, it wouldn't feel right to me to claim them as 'creations' and take a round of donations every time one of them is done since they only take a few hours' work each compared to the (literally) hundreds upon hundreds of hours invested in the GoT Skyrim mod.
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Hey folks, I wonder if one of our 3D modelers would take up the challenge of bringing Grand Moff Tarkin into Jedi Academy? With the recent release of Rogue One, a lot of us are looking back at the original 1977 Star Wars film and one of the few elements from that movie that has yet to be properly realized in JKA is Peter Cushing's villainous Grand Moff. Years ago, Hapslash had a model in progress but, alas, it never emerged and its creator has long since been lost to the void (pun intended). Perhaps someone else might consider taking it up? I'm happy to lend assistance in the form of texture work on the finished product. A few reference pics to help get started: I hope someone considers taking up this request - you may fire when ready!
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Version 1.0
3,279 downloads
This is a player model (with NPC support) of the Jedi Master Mace Windu. To install the model, simply extract the zzzWinduK PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an allied NPC can be spawned with the following console commands: 'npc spawn MaceWinduK' - spawns a robed Mace Windu NPC 'npc spawn MaceWinduKBattle' - spawns a combat-ready Mace Windu NPC- 16 comments
- 18 reviews
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- NPC Support
- Jedi
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(and 3 more)
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Hm, I can't say any of the current HS Imperial heads look particularly like Krennic to be honest.
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Looking really good, will keep an eye on this as it develops.