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Kualan

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Everything posted by Kualan

  1. I've received a couple more ideas via PM, lots of good suggestions being made. Keep 'em coming folks!
  2. Maybe I'm misremembering, but did you ever make a Skytrooper model @@Jeff? I could have sworn I saw one but can't find it in the thread.
  3. https://jkhub.org/files/file/458-droid-ball/
  4. Kualan

    Eravana

    Another epic TFA map.
  5. There is already a link to the WIP Mega Pack. Any others aren't ready for release yet.
  6. There's rumours that Thexan will appear in some form (probably as a ghost) in the next SWTOR expansion, so he'll probably turn up in model form eventually.
  7. I've been toying about doing a Kallus model. Maybe I'll get around to it.
  8. That isn't Thexan though...
  9. Neat idea, may do that myself.
  10. Interesting first issue. I'm going to save my thoughts on the storyline until a few issues are released as - just like any good opening chapter - there are plenty of questions that have been raised and there's no point in me asking questions without giving the story a chance to answer them naturally. My thoughts on the rest of the issue: + Finds a neat home between the old EU and the New Canon, with references to the original Dark Forces games, etc. + Ral'theron - if memory serves he's an NPC in JKA right? Nice continuity. + Good lightsaber effects. The arcs help display the choreography of the fights from panel to panel. + Some shots are framed in a very cinematic way - particularly some of the close-ups in the fight scenes. + Nice custom skins throughout. + Good use of different panels to convey things like motion (such as during the scene where Jaden spars with his guards) + Surprise 'consultant' credit! - Just a few bits of technical feedback to help give your comic a bit of spit and polish. - In some panels the edges around the characters look a little rough/shaky. Maybe consider using the 'Feather' feature in your photo-editing software to soften these edges? I also find trying to capture the largest possible image in Modview and then scaling it down helps make the edges look a lot smoother. - Speech bubbles. Two pieces of feedback I would give regarding speech bubbles are that A) Try to avoid linking the bubbles all the way to the middle of the character's mouths, as this ends up looking like the speech bubble is intruding over half their face (this was most notable in the scenes where Luke and Rey arrived to speak with Jaden). So long as the speech bubbles are pointing in the direction of the character's mouth, they don't have to stretch all the way to them. And b) Text in speech bubbles should avoid going close to the edges as this can look a little messy. In my experience I've found good results from trying to 'shape' the text alignment like so: "In the name of the Galactic Senate of the Republic, you are under arrest." This 'narrow at the top, wide in the middle, narrow at the bottom' alignment tends to be the best way of filling out speech bubbles without pushing too close to the edges. It may seem like I'm obsessing a little over speech bubbles (of all things!) but I noticed the two things because I did exactly the same as you during my first foray into comic-making and the advice I've given here is the exact same that was given to me then. - A few typo's here and there ('Mandolorian', 'the Jedi where supposed to be brave', etc). Nothing too major. Overall, a solid effort that clearly shows a great reverence for the source material on the part of the creator. Just needs a few tweaks here and there - either way I'll be tuning in for the next one.
  11. Yeah @@Mark Lubbers has one in development.
  12. Some nice suggestions - I'm definitely going to use the Jawa one. Not as a Jedi, but I'll find a use for the design. I've tried Foul Moudama in the past but he didn't turn out so well - maybe time for a 2nd attempt?
  13. Huh, weird. I just tested it on a .glm and you're right - removing the _0 from a mesh surface's Object and Object Data tab still exported. I wonder what was causing @ 's traceback error then, since my steps fixed the issue? Was it just adding the '.jpg' extension to the shader box under Ghoul2 properties?
  14. There's one floating around the MB2 forums, but @@Psyk0Sith 's purpose-made one is much better. https://jkhub.org/files/file/2296-darth-malgus/
  15. You may want to spoiler tag what you're talking about when mentioning the specific character
  16. I call B.S. None of the reliable spoiler sources have anything on that.
  17. Cool, welcome to the Hub.
  18. Who's up for a mini-contest-but-not-really-thing? If anyone has a fan-created Jedi design they would like to be used in a future issue of the comic, please feel free to list them here. Upcoming issues of the comic have several roles that I want to fill with original Jedi, and I thought it would be a good opportunity to source some fan-made designs and try to recreate them in JKA. I've done this in past volumes for various characters (Jedi, clones, even the occasional droid) and people seem to like seeing their ideas realised in the comic. They can be your own creations or something you've seen around the Internet, I'm just looking for inspired designs to make into 3D models.
  19. Sorry but I don't see much point in spending time and effort in porting that model when this one already exists. The differences don't really justify the workload.
  20. I extract them directly from the assets. You want the SWG Mandalorian armour? May I ask why - they just look like the ones already made for JKA? i.e. recoloured Boba Fetts.
  21. I'd recommend this to anyone looking to try their hand at a first skin - a simple, straightforward request that is easy to accomplish.
  22. Posting here rather than replying to the PM so others can see the resolution: Ok I looked at the .blend file you sent me. Your model isn't named in the correct format. Under the Object tab (the orange cube) in the right-hand side, 'saber_w' needs to become 'saber_w_0'. All .glm surfaces in Blender need to end in _0 for export. And then, under the Object Data tab (upside down triangle) you need to name it saber_w_0 again instead of r2b_1 or whatever it's called at the moment. I also added the .jpg extension to the file location in the surface's Ghoul2 Properties box. That fixes the Traceback issues when exporting to .glm in Blender - however the model you're trying to export has a separate issue which will still prevent it from exporting. It talks about Edges needed to be split at UV seams so you will need to track down which parts of the model are causing this issue and use Edge Split to resolve it. It should then export perfectly. (Don't just use Edge Split on the whole model as this will balloon the vert count)
  23. Is there a difference?
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