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Kualan

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Posts posted by Kualan

  1. A progress pic on Oppo Rancisis:

     

     

    ConceptOppoRancisisv3.jpg

     

     

    I've given his snake-tail a brand new texture which I'm pretty happy with (and removed the more ornamental parts of the tail completely), and tightened up some of the head/hair meshes to avoid gaps during animations. Weights in the beard and hands have also been overhaul to allow for a smoother transition during animations, and lastly added a 'battle' variant where Master Rancisis sheds his outer robes to expose his two lower arms during combat.

     

    The secondary arms are not rigged as duplicates to the main arms as this causes too many issues, but have been positioned and rigged in such a way that they should work best with the 'dual wielding' animations - clipping with several of the single saber and practically all of the staff-saber animations is unavoidable. I decided to optimise the arms for the dual animations as that style seems to cater more towards the character's fighting style in canon as seen HERE .

     

    Thoughts / critiques / feedback on how to improvement is always welcome.

    J19, Śăļvõö, DTIII and 8 others like this
  2. Not a fan of the forum layout at all. Looks confusing to use. The files area looks pretty cool though.

     

    Honestly, I can't see it rising up to be the way it was. If they can't restore all the old forum posts and files, it almost seems kinda pointless, no?

     

    Yeah, when I first read the headline I assumed they meant all the old stuff was being restored from archives or something - but a totally blank slate? I don't quite understand, couldn't they just incorporate the elements they like into the main ModDB site if that's the case?

     

    Ah well, won't look a gift horse in the mouth too much!

     

    EDIT: Wait, it does appear that some files at least have been restored? I'm going through them now, I don't know how much has been recovered though.

    Penekowski likes this
  3. It's entirely possible to merge JK2 models with JKA ones with a few extra steps in Blender, but for this specific request you don't need to do that because the JK2 body already exists as a JKA model.

     

    For example, a JKA-compatible version of that body was used for this Finn model: https://jkhub.org/files/file/2517-finn-ep-7/

     

    So you can kitbash this request in the normal way, following the tutorial @@Bek posted.

    Tompa9 likes this
  4. Yeah, the Falleen female reskin of Gweth would likely be perfect for Gamora:

     

     

    Vol5Poster.jpg

     

     

    The original reskin is created by a user named 'Syrena' over at ::JEDI:: . You could try asking them if they'd be willing to release it, however when I sought permission to use the skin in my comic they made it very clear that they are protective of their work due to past issues with plagiarism so don't hold out much optimism. I was given their blessing largely because use in the comic doesn't involve the skin being distributed in any way.

     

    Nevertheless, just looking at some images of that skin is enough to show that a good Gamora can be made with the Gweth model.

    Barricade24 likes this
  5. You say you need the bones intact for the conversion to .fbx - but I take it you don't need to use any JKA animations?

     

    In which case you could use Blender or another .glm editing software to change the _root pose for your .glm to a T-pose, instead of the X-pose that they have at the moment. This would involve editing the JKA skeleton directly, not the mesh surfaces by the way. Then just convert as normal.

     

    As there is no pre-set T-pose in the JKA animation list, I don't believe it would be possible to have Noesis automatically convert a .glm into a T-pose as it wouldn't have anything to reference for the conversion. I'm not anything approaching an expert in Noesis though so maybe I'm talking out of my rear end.

  6. Looking good! I'll be tuning in when you release the full comic.

     

    The only feedback I can offer based on these first few images is to consider tweaking the brightness/contrast/vibrance settings on your characters to help them 'blend' with the backgrounds a little more so it looks a little less obvious that they've been cut out and green-screened into the image via Modview. At the moment the characters are pretty bright whilst the backgrounds are pretty dark.

     

    I look forward to seeing what else you come up with! Keep it up.

  7. As reskins I've uploaded Yarael Poof, and then Obi-Wan (Ep.I) and Ki-Adi Mundi (the least two aren't reskinned in the face)...then a personal update to Kualan's Oppo Rancisis, just added Toshi's Robe because I prefered it :P .

     

    other models I added to my download list :

    New Plo Koon;

    new stormtrooper Luke with dark_apprentice 's ported head ;

    TFA ackbar & ROTJ ackbar & terpfen reskins uploaded too ;)

    And..last of today..a little Nexu reskin ;)

     

    Enjoy all of those in the first page of this thread !!

    Free to report any bug or advice about them, thanks !! :D

     

    I don't know why you bothered with the Oppo Rancisis model - it's a mess, to be honest. A complex character cobbled together when my kitbashing skills were, frankly, not that great. I wouldn't recommend it for a JKHub release. 

     

    I'm working on putting together a much better one from scratch - I'd recommend waiting for that one.

  8. Got hold of an extracted HK-47 from KOTOR, but the model seems messed up - parts missing, etc.

     

    I did, however, find what might be a better alternative. A guy called 'cirre992' made HD remakes of several KOTOR characters and offered them for free distribution with the original intention of someone porting them to the source engine for Garry's Mod:

     

     

    klineup.jpg

     

     

    The HK model in particular looks pretty good - to the point that I wasn't going to share it here as I thought it was just a port of the SWTOR model. However I've extracted the TOR model and compared the two and it does indeed appear to be an original, free-to-use creation by the above user. It's also well within normal JKA model limits at ~2615 vertices across the whole model.

     

    If it's of any use to anyone for getting into JKA, the pack can be found here: http://www.mediafire.com/download/ks6nwgc3s1bb4cr/kotor+source+files.rar

  9. Been working on my Rig Nema WIP (the Jedi Temple healer from the Clone Wars TV show), and have managed to completely re-do her headdress by making my first ever from-scratch mesh:

     

     

    ConceptRigNema2.jpg

     

     

    She still needs some extra work (particularly her adornments, like her belt and the tiara-thing she is supposed to have) but she seems to be shaping up in the right direction.

     

    Also came up with these two from the Clone Wars, just for the lulz:

     

     

    ConceptCPD.jpg

     

     

    and

     

     

    ConceptTodo360.jpg

     

     

    That last one is designed to serve as an NPC 'pet' that can harmlessly follow the player around the map in SP.

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