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Posts posted by Kualan
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AFAIK the only way is to rotate the model.
I think this might be the case too. Best bet is to take an existing backhand saber and try to 'reverse-engineer' the process for your own custom saber.See how their models, .sab files, etc are set up and try to recreate it.
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Where did you find that image?
Empire magazine released it today as a preview of their upcoming Star Wars feature in the issue that goes on sale on the 27th.
therfiles likes this -
The Inquisitor has been approved! Hope you folks enjoy. Also submitted a v2.0 update to the Embo model, which will hopefully be approved in short order:
Langerd, DarthStiv, swegmaster and 2 others like this -
I continue to work on this model today
Awesome! Can't wait to see what you come up with, man.
I like the idea. However what the Falleen look like exactly is unknown. SOTE has some shots of Prince Xizor, revealing an alien appearance, but the promo materials for SOTE show quite a human face.
I think @@Mark Lubbers has captured the essence of the Falleen features so far, but there's plenty of room for creative license when it comes to the details given that some sources display varying degrees of 'human' features as you say.
Mark Lubbers and JAWSFreelao like this -
Yep unless your not using the horns.
Stupid question but what steps do you take to remake the UV once you've edited the model the way you want? I -thought- I knew how to do it but what I'm trying isn't making a difference. Any chance of a step-by-step breakdown of your process, @@Jeff?
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Me when I logged in one day to find JK3Files was gone:
"Who could have done this?"therfiles likes this -
As I understand it;
- If the original work has been uploaded by the user to the Hub, you can look up that file and see what the modder has put under the "License" option. This can be anything from "Anyone can edit this file" to "Anyone can edit this file with permission" to "Nobody can edit this file".
- If you're using work from a non-Hub file, or if the file hasn't been uploaded by the creator, then all reasonable effort needs to be made to contact the original creator for permission.
- If contact can not be made (they're not registered here, nobody has an email for them, etc), then you are free to upload your modified file so long as full credit is given to the original creators for their work and you do so under the knowledge that should they ever re-emerge and say they don't want your file hosted anymore, it will be removed by the admins.
Hope that helps.
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Welcome to the Hub!
Zamzar likes this -
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Oops, missed something out on the shader file. I'll fix and update.
Daedra likes this -
I wouldn't suggest tampering with the length just adding onto it a few centimeters. Like adding onto the GLM model itself. But either way that's fine man.
I take your point, I might do something like that in a future v2, probably closer to the film's release when we have more reference material to work with. I'll adjust both the sleeves and other details once we know more.
For now, the model as-is has been uploaded to the Hub.
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May I suggest just one tiiinyyyy thing..
To make the sleeves slightly longer:
See how the sleeve ends just as the thumb bone starts
Tampering with the length of limbs in JKA models tends to have a butterfly effect when it comes to how effective animations look. I'm going to leave it as it is as I know the arms and hands work perfectly with animations at the moment, and would rather not jeopardise that for the sake of moving the sleeve two centimeters closer to the thumb.
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The NPC will also use @@AshuraDX 's crossguard lightsaber, so long as the player has that installed. Seems to work fine in-game, just going to touch up some textures (like the boots) and it'll be ready to go.
EDIT: Just realised I never learned how to add Bot support. Might as well do that for this guy as well.
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dark_apprentice, Mand'alor, Psyk0Sith and 2 others like this
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Kylo Ren went through a LOT of costume changes during early concept art, and that picture is one of the earliest. Even Captain Phasma's look was originally a Kylo Ren concept. I wouldn't read too much into the difference in appearance.
z3filus likes this -
Yeah, I actually did this when I was playing with the command but the console just gives me an error saying the track was not found.
Just to check, did you you use @@eezstreet 's quote or the actual track name? Since in the assets it is called 'hoth2_action'
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Also, @@JAWSFreelao - big improvement in the V2s of your clones. Those scratches are making all the difference, and I know as you continue to get used to them the results will only get better. Just don't do what I did when I first used them and go crazy scratching everything!
JAWSFreelao likes this -
I dont want to be rude but.. what the heck is going on with this Clonefest?? Clones everywhere lately O_o
I know they are cool but and these skins are great but why there are so many versions here ??
By JKA texturing standards, the Neomarz clones are generally set up in a way that makes it very easy to add new patterns, etc to them. They're also a good choice of model for new texture artists to cut their teeth on. Plus that and the vast range of different clones out there anyway.
Maybe the Hub is just experiencing its own Order 66 and we don't even know it.
JAWSFreelao, therfiles and Langerd like this -
Interesting. You had the same problem when trying to frankenstein Saesee from the scratch?
Oh, just seen the post above. @@Jeff, any hope for a miracle?
Yep, I've tried it from both the original JK2 model and the edited JK3 one. Same problem with both. I mean, the error itself explains the problem - there is a "vertex without UV coordinates". But I can't for the life of me figure out which vertex it is referring to.
Even doing a Google search for that exact error quote only gives two (two!!!) results. One of which is a topic on this very website about that model!!!
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I guess it's some sort of problem with exporting JK2 models. I tried to fix it for my friend, but just couldn't do it, especially with no knowledge on Blender and just testing it randomly, lol.
It's specific to the horns surface of the Saesee Tiin model. I've been able to import/export other JK2 models like Eeth Koth and Jabba the Hutt with no trouble (just involves a workaround).
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Out of curiosity, wouldn't you try to rework Saesee Tiin (Iktotchi) in Jedi robes? As you might probably see, there is a small bug within the model.
It works fine everywhere, but if you open your .glm in Blender, and try to do anything, it seems like head_horns UV mapping is bugged and it's impossible to export the model back after some changes.
Yeah, seen this as well. No idea what is causing the bug but it would be great if someone was able to explain/fix it.
@Śăļvõö can you let us know how you overcame this error? It seems specific to the Saesee Tiin model, but I see you successfully used Blender to make this: http://jkhub.org/files/file/2191-saesee-tiin-in-jedi-robes/
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Great answer, thank you. I'll think it over and let you guys know.
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I admit I'm curious about the forum moderator role, but before I even consider applying I want to be sure I can offer the sort of time committments that the job requires. @@Barricade24 , @@therfiles , how much of your time would you say you dedicate to the Hub on a daily or weekly basis?
Kualan's Kitbash Workshop
in WIPs, Teasers & Releases
Posted
I know I'm getting a bit cheeky with the multiple posts, so will make this the last one. But here's what I was working on today, another model from the Clone Wars TV show (I know, I know, nobody's surprised). Domino Squad!