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Everything posted by Kualan
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That's a good way of cleaning up the junk vertices that I never thought of before. I tend to go into Face Select mode, select everything, then press H to hide it. This will make everything temporarily disappear apart from the junk vertices. Then I just pop back to Vertex Select, select all, and delete before pressing Alt+H to make the UV-mapped mesh re-appear. Your way seems more like the 'proper' way to do it though, so thanks for pointing it out. I'll give it a go next time. Alternately @@dark_apprentice , you can try using the Decimate modifier to reduce a high-poly mesh's vertex count: 1. Select the mesh you wish to reduce in Object Mode. 2. Click the 'Modifier' tab (the wrench icon) in the right-hand side menu. 3. Click add modifier -> Decimate. 4. Typically I set the ratio bar to 0.12 but you will need to tinker with this to get the right results. 5. Click apply and it should reduce the overall vertex count of the mesh. Now, results can vary with this method - sometimes it will morph the actual shape of the mesh too much and that's something you don't want. But sometimes it works beautifully (it's how I got the Battlefront 3 Dengar head to work as a single mesh, with no loss of quality) so give it a try some time. I've yet to try it with a TFU source asset.
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Are you weight-painting manually? For a head there are only two main bones to worry about (cervical and cranium) and there's a straightforward method to weighing it to these bones in Blender in a way that ensures no vertices are missed out. Just do as follows: - Enter 'Edit Mode'. - Select all vertices/faces along the bottom half of the neck. - Along the right-hand side menu, go to the Object Data tab, and then open the Vertex Groups drop-down window. - Click the '+' sign to add a new Vertex Group. Double-click it and rename to 'cervical' (no quotation marks). - Making sure the vertices/faces for the bottom half of the neck are still selected in Edit Mode, make sure the Weight bar is set to 1.000 and then click 'Assign'. - Click the '+' sign again to create another Vertext Group. Name this one 'cranium'. - On your model, click CTRL+I. This should make an inverse selection of your previously selected vertices/faces (in other words, every vertex that hasn't been weighed yet). - With this new selection, click 'Assign' to weigh them all to the 'cranium' bone. - Voila. ^ That's just a basic set-up for a quick-fix kitbash. Depending on the individual model's needs you may need to tweak the weighing manually somewhat (or in some cases, such as an alien with tentacles or a human with long hair) you may even need to introduce other bones like 'thoracic' (torso) that needs part of the head mesh weighed to it. But at the very least, the above steps will ensure every vertex/face on that mesh will be weighed to -something- and will avoid the 'no weight found for ___ vertices' error when exporting.
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Yes, it's the cancelled Free Radical model. Personally I think it fits in better with the visual style of most JKA models, but each to their own.
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I've had this guy sitting on my PC for awhile now, and with the recent changes to the EULA of Star Wars games I'll probably try to find the time to finish fine-tweaking the weighing: I know he isn't wearing his canon outfit from the film, but the model was originally made for my postponed comic series, Tales From The Rebellion.
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Bespin Cloud City Vader SP Mission - WIP
Kualan replied to Langerd's topic in WIPs, Teasers & Releases
Only just catching up on this but - wow, looks amazing. To quote Sterling Archer, "This is going to be - and I hate this word - this is going to be epic!". -
What a difference a day makes... With the exception of the new head, all assets come from existing mods ( @@DT85 's Stormtrooper and @@Vade Parvis 's Imperial Army Trooper primary amongst them). I still want to do a little more texture work around the armour - adding the footwraps, etc that Dengar is sporting these days.
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From the Mod Requests forum, here's my WIP so far for Dengar: Still need to do some more work with the face texture at the very least, as well as some minor armor adjustments (like the kneepads).
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@@Bart is correct - if you just want the head on a different body then a headswap frankenstein is a lot simpler than a bodyswap one. I seem to recall that the Iktotchi model has a very specific issue that makes it play up when trying to modify it with the Blender JKA plugins - something to do with the surface on the horns I think. There is a way around it though, so this shouldn't be too much of an impediment.
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Just need to make the head a little bigger for it work with JKA proportions.
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Yeah, since posting that original picture I've decided to start him again from scratch and scrap the Bric model as a base as it was proving more work to alter it than to start anew. The Army Trooper will definitely be being used too.
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Not that I've seen - the archive I had was prior to the update that added him I think.
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Source is Clone Wars Adventures - a now-unavailable MMO.
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Hm, I didn't actually edit the hair texture itself so it's probably inherited. However I can take a look at it in further detail later tonight or tomorrow - just heading out for the evening now.
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Hey @@Seven , I was having a look at your Qui-Gon model earlier and saw some opportunities to improve it: I've made the head slightly larger and added two extra hair surfaces so that the default, robed and hooded versions now all have their own hairs reshaped to those specific skins. So now the hair doesn't clip through the hood or is half-hidden by the robes. I've also retextured his robes to be a little more movie-accurate as he was originally sporting the Obi-Wan colours. Lastly, I did a bit of tinkering with his face texture to make it look a little less flat. This is mainly for personal use and I don't wish to upload it to the Hub under my username as the changes I've made are pretty minimal. However if you want to use anything in an update to your file you're more than welcome to: https://www.dropbox.com/s/zyukh5gmznhj255/quigonKualan.rar?dl=0
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Very creative use of shaders in a way I wouldn't have thought possible - excellent work, Ashura.
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Funny you mention that, here's something I started work on earlier today...
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In the middle of moving house, but found some downtime today to work on some new WIPs. These are Clone Guerillas, based on an outfit worn by Captain Rex in the Onderon arc of the Clone Wars TV show - made for an upcoming issue of my Tales From The Clone Wars webcomic:
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Thanks Ashura! That looks very promising.
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So @@Jeff , have you been weighing these recent models yourself manually from head to foot - or have you disovered a way to 'transfer' the weighting from one model to another and then touch up any imperfections? I ask because I discovered during my Skyrim modding that there is a way to do exactly that with that game's .nif model format in Blender and it saves SO. MUCH. TIME. It would be neat if there was a similar method for the .glm format. Same question goes to @@Seven who has been coming up with some neat stuff too.
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None of the skins in KOTF were made by the modder who put KOTF together - it is a mod made up from work stolen by other modders. You would need the permission of the original creator not that Tim guy. Which skin did you plan to edit?
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Both of course! In all honesty, for a proper 'dirty armor' feel the best way is to create a clean version first anyway and then scratch-dirt-blood it up to heck in Photoshop. So if you wanted to create battle-worn version you would pretty much have to create a clean one anyway.
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https://www.dropbox.com/s/x895juyjel5qzm4/KualanMegaPack.rar?dl=0 He's in there. He's not a particularly well put-together model though - all of the ones in that pack I consider to be WIP.
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Ace, I recently caught up on the last few chapters of the KOTFE expansion in TOR and am really digging the character.
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Nice. Have you considered doing SCORPIO, Jeff?
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Sometimes this is as simple as making sure you export when in Object Mode and not Edit Mode. For anything else, we'll need more info as @@mrwonko said. A screenshot of any error messages that display when you attempt to export would be perfect.