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Everything posted by Scerendo
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Thank you, yeah face is definitely going to be my next port of call - got plenty of references this time around. Thanks, yes definitely will be doing his resistance outfit as well.
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Update 15/03/2016: I did some light baking to try and make some more of the details pop: Update 13/03/2016: Just a screenshot of Finn in modview: Update 02/03/2016: Work in progress on the textures for the Resistance outfit: Update 26/02/2016: Some WIP sculpts on Poe's Resistance Outift: And Finn: Update 21/02/2016: Here's some modview screenshots with the baked diffuse texture for JKA (note the hair and helmet visor have alphas, just obviously can't display them properly in modview): The way I'm going about this is, there will be a lower poly model for vanilla JKA, to avoid any ghoul2 errors, but I will also include a separate pk3 with a higher poly model as a replacement for people who wish to use it in OpenJK/JKA enhanced or whenever rend2 kicks off. Update 12/01/2016: Small update 14/02/2016: Just made small small adjustments to the helmet and face: Taken a break from his head to texture his pilot body: Update 06/02/2015: Still working on the head, made some minor adjustments to the face: Update 04/02/2016: W.I.P on the head at the moment, messing with the alphas on the hair: Was pretty challenging sculpting his face, (faces linkness in general) I'm still tweaking the actual mesh proportions to get it closer to the reference. Hey guys, still quite early days on the model, but I'll show you what I've done so far so I can get some feedback and anything I need to fix earlier on. At the moment just been working on the high poly model in zbrush: I'm not the greatest at zbrush so I'm aware its not perfect, I'm still fiddling with the cloth folds and creases. But I'm going to make a start on retopologisng the head into a lowpoly model, whilst I continue work on the sculpt. Comments and criticism always welcomed.
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This looks great dude, I'm excited to see where you take the mod in the future
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I've been using XSI Softimage at the moment, but I m planning to look at archangel's plugin for 3ds max for the future.
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Hey thanks for feedback. Oh didn't know LODs were a thing in JKA? Is there a guide on them anywhere? I will indeed keep that in mind for future for Poe. Thats good to know though, I'm quite used to a higher poly workflow so I'm still learning when it comes to optimizing for JKA.
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Hey not sure if this has been posted before (if it has apologies), but theres a soundboard with some high quality sound bytes from the films and cartoons on the Star Wars website: http://www.starwars.com/games-apps/star-wars-soundboard Might be helpful to you guys in making your packs.
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I fixed her nails. I ll have a go at messing around with the cloth wrinkles, though I think it might be more of a case of me having to sculpt cloth wrinkles better on the high poly. I used substance painter in my final project at Uni and it was pretty great, particularly for painting skin textures and detail. Unfortunately I never bought it. I know that the newest version of Quixel is meant to of have some sort of painter equivalent but thats a recent thing which I haven't checked out yet. I might see if I can get a trial for substance then when I m doing my textures for Poe.
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I normally use Quixel Suite to help bake my textures from the maps I made from zbrush/xnormal. I've tried toning things down a bit, I just used the texture I baked in Quixel, then added the green channel from the object normals as you suggested. I also had a go at adding a bit of color variation, though I could maybe push it further.
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- 39 comments
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Hey thank you, that's great feedback. Yeah I have started working on Poe, but I will definitely do a texture update for both Aayla and Quinlan, as I learn more and refine my technique. Your suggestions are great and I'm definitely taking them into account. I was struggling a bit with finding the right level of ambient occasion and detail baking for the Jedi Academy model - as I found alot of textures would look decent in Marmoset but completely washed out in Jedi academy without the proper specular/normal maps. But still I'll keep in mind to tone it down. (And I'll work on my lipstick game) Edit: Did a ninja update, I forgot to change the NPC Aayla's voice, so she was sounding like a man - should be fixed now.
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Version 1.2.2
9,134 downloads
Description: A model of the Jedi Knight Aayla Secura from the Clone Wars Comics and Cartoons. Modelled in 3ds Max, Topogun and zbrush. Maps Baked in xNormal and textured with Quixel Suite. Singleplayer Support. Team support. Npc Support. Bot Support. New sounds from the Clone Wars cartoon. Npc Spawn List: st_aayla st_aayla_jedi st_aayla_twilight Known Bugs: A bit of clipping on the disguise skin, I spent a long time trying to reduce it, but I think its inevitable. If you are getting the ghoul2 error in Singleplayer, unfortunately only solution is to use OpenJk or JKEnhanced clients, as they support higher polygon models. Let me know if there are any issues.- 39 comments
- 69 reviews
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Hey guys, I'm pretty done, just finishing off some textures for the model, here is some screenshots from Modview to have an idea of what it will look like in game, minus specular: I'll try and get it submitted this evening or tomorrow morning. Anyone got any suggestions on doing specular maps for JKA/Quake 3 Engine? I'm finding a bit difficult to get a decent result. As for the poll, I have already started working on Poe Dameron, so I'll post some wips within the week or so.
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@Archangel35757 Interesting, I shall investigate it. I normally export to XSI Softimage and export as a dotXSI. I have already rigged up most of the model in Softimage, so I'll be done with it soon. But I can just export it back to 3ds Max. I'll definitely take a look at your exporter, and do a a test at very least - perhaps it might be a better alternative for my future models. Out of curiosity do you think you will be doing exporter for Maya at all, if at all possible? I only ask because I'm quite a fan of their rigging tools they have. Edit: I've also added a Poll to the Topic to see what people would like me to model next, these are namely characters I am interested in creating. But feel free to add your own suggestions.
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Update 09/1/2015: I'm not too happy with this outfit, the diamond pattern was a pain to do, anyway I might tweak the textures a bit more, but I want to finish this model off and move onto a new project. Reference: I use zBrush (4R7) to sculpt and do the details on the model. Then I export it and use Topogun (2.0) to retopologise the mesh. I use 3ds Max (2015) to assemble all the model parts, and do the UVS. I preview the model in Marmoset Toolbag, so I can have real time shaders and easily see how my maps are working.
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I agree, I'll probably add a strap or something, but you'll be able to toggle it on or off in the skin file or player customization. Update 27/12/2015: Just did some traditional Jedi robes. Wasn't alot of references for them in the comics so I just did something familiar. References:
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She will be yes, I'm going to try and allow you to change her skin color with the RGB system in JKA as well, haven't done that before, but got an idea of how to do it. I will be making that one as well, no worries, just working on some traditional jedi robes at the moment Can do the rags as well.
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Sorry for the lack of update guys, been busy unfortunately. But anyway made a new outfit for Aayla based off her disguise she wore in the clone wars:
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Update: Been working on her Mechanic/Disguise outfit, as seen in the comics: Reference: Had to guesstimate a couple of things as in the comics there's not really a clear shot of the boots and the outfit in neutral lighting. I think the default Jedi Academy pose does not help that either. I'll try either adding a bit more definition to her stomach or maybe pulling her a waist a little, and narrowing her a bit. Yeah will do. Its all done from scratch, I do the detailing in zBrush then I bake out maps in xNormal and edit them in Quixel Suite and Photoshop. Thank you, don't worry I will do a regular version as well, just wanted people to know the main intention is to work with Rend2. Tbh only real diffrence is the inclusion of normal and spec/gloss maps for rend2. I'll do a vanilla Jedi Academy texture set as well with just the diffuse and spec. Thanks for the comments guys.
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20/1/2016 Hey guys, I'm pretty done, just finishing off some textures for the model, here is some screenshots from Modview to have an idea of what it will look like in game, minus specular: I'll try and get it submitted this evening or tomorrow morning. Anyone got any suggestions on doing specular maps for JKA/Quake 3 Engine? I'm finding a bit difficult to get a decent result. As for the poll, I have already started working on Poe Dameron, so I'll post some wips within the week or so. Update 09/1/2015: I'm not too happy with this outfit, the diamond pattern was a pain to do, anyway I might tweak the textures a bit more, but I want to finish this model off and move onto a new project. Reference: Update 27/12/2015: Just did some traditional Jedi robes. Wasn't alot of references for them in the comics so I just did something familiar. References: Update 23/11/2015: Sorry for the lack of update guys, been busy unfortunately. But anyway made a new outfit for Aayla based off her disguise she wore in the clone wars: Update 11/9/2015: Been working on her Mechanic/Disguise outfit, as seen in the comics: Reference: Had to guesstimate a couple of things as in the comics there's not really a clear shot of the boots and the outfit in neutral lighting. Working on a new model, this time Aayla Secura: Still early days, but I'll show you what I've started with: Not too happy with the face atm, so I'll probably be focusing on that for a while. Aiming to make this mainly for use with Rend2. Appreciate constructive and helpful feedback.
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That's great thank you!
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Oh man super excited for this, everyone working on it is doing a great job. Just a quick question and apologies if its been posted already (its such a big topic I'v probably missed it : ( ) Was wondering if anyone has got an example for a shader that incorporates normal, specular and gloss maps, compiled?
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4,825 downloads
Credits: Trauma_Sensei for the Quinlan Vos Hilt I made a new model of Quinlan Vos for Jedi Academy for fun. Modeled in 3ds Max and zbrush. Maps Baked in xNormal and textured with Quixel Suite. Singleplayer Support. Team Skins. Npc Support. Bot Support. New sounds from the Clone Wars cartoon. Npc Spawn List: st_vos st_vos_cw st_vos_dark In regards to rd-rend2, when it is fully implemented and working I will do an update to include working normal maps and specular with gloss maps. Known Bugs: On some models some of the caps show up gray when dismembered. This is due to me being unaware of how the cap system properly works in JKA. I am aware now, unfortunately I don't want spend more time fixing it. Some clipping issues due to nature of the JKA Skeleton. Would suggest if you want to play in singleplayer to use OpenJK, to avoid the dreaded 'Ghoul2 transform' error, that occurs with higher poly models. Please let me know if there's any issues or bugs I might of missed!- 23 comments
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Update: Made some changes to the order 66 mesh and textures: Also had a go at his Padawan hairstyle: I'm going to wrap this project up now and start weighing it. Thanks you to everyone for their feedback so far, been really helpful!
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Hey guys got caught up with alot of other work for university, so apologies for the slow process. Started working on his order 66 skin, not quite there but I think its coming along okay: i had a different mesh that had been burnt away, but somehow I messed up the normals on it, so I'll have to re-evaluate that one.
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I'm working on his order 66 outfit, so don't worry, I'll definitely make him more muscular. You're not wrong, I was a bit unsure of how to approach the robes, given JKA's rigid skeleton, so I was looking at jedi models in modview, toshi and hapslash included, which gave me some excellent reference. Haha definitely.