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Everything posted by Archangel35757
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Yep. It was for SoTE mod. Close to being finished mesh-wise.
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I have one laying in my pile of WIPs.
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1/0.64 = 1.5625 ...that's for players/NPC's that use the humanoid skeleton. Vehicles and other GLM models could have been exported at 100% or any other scale-- so you would have to match them relative to humanoid size.
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@@Psyk0Sith -- it's called "Windows Repair All-in-One" Download it from tweaking.com There are also download links on bleepingcomputer.com Just unchecked the few default Win8 options and run.
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@@Psyk0Sith -- STOP! There's a great free Windows Repair Tool program that I have used with great success! Let me get the name of it this evening... and give that a try first before such a drastic measure of having to do a clean install.
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Good enough for a Close-Up commercial? Here's a wireframe showing the details: Critiques are welcomed... I'm moving on to the bottom teeth for now.
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How's that for readability?
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Here's an update on the teeth (kind of spooky looking at the moment ): Front view of upper teeth (WIP 10b): ...I still need to adjust many of the teeth, as well as the gums/gumline-- but it's getting closer to being finished; then onto the lowers.
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Are there cutscene videos of all of these "Jan Ors" appearances that I could watch? If so could you send me links?
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@@eezstreet ...I can go sleeveless on the prison outfit as shown on Gamora-- I was just thinking the sleeve bit would help hide shoulder deformations. Regarding Dark Forces 2... the DF2 clothing would just be another skin in the model file for folks to use as needed-- with a goggles-up & goggles-on version. I'm taking it that the last DF2 pic I showed (where she's standing next to Kyle) to be the "mechanics overalls" outfit-- simply with strapped-on accessories. I'm thinking she should should also have a proper two-piece flight suit. Refresh my memory on the Coruscant scene? Do you want to have an elegant dress outfit with fancy hair-do?
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You usually want a prison outfit to be a bright color so they stand out visually.
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@@eezstreet -- regarding outfits, that sounds good to me. Also, I was planning on at least three hairstyles. Regarding the prison outfit, I'm thinking something along the lines of what we see Gamora wearing in GOTG (But probably with short sleeves... that prison yellow color looks good too): But with short sleeves similar to this: For the prison outfit... I was thinking of have some sort of "disheveled" pony-tail... kind of like this: ...and here: Commando outfit (something like these images): But with more of a holstered look (like Scarlett Johansson's Black Widow character shown here): For the "Commando-Mercenary" hair-style... I'm leaning towards somethings like this picture of Mandy Amano with the Asian "bun/up-do" chopsticks (see her gallery at mandyamano.com. Plus there's already a similar female hairstyle in-game to start from...): Also, one variant will cover what we see in the DF2 game/videos: Feel free to post suggested outfits and hair-styles... P.S. ...is her hair long at the very end of the game? If so, it wouldn't make sense to cut it off short.
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That bit of flesh is called the "Lacrimal Caruncle" ...and if you pull your eyelid down and look in the mirror you'll see it has a bumpy look to it. Here is the latest head/face work-in-progress shot (WIP49b -- I cleaned up the ear a bit...): Presently, I'm working on the inner mouth area now (teeth, tongue, etc.): Regarding the teeth... the upper teeth are just about done-- I'll meld these into an overall single mesh object later. One thing about the game mouth, or game characters in general... they typically tend to model the teeth on a straight plane-- when in reality the teeth follow the curvature of the jaw. As far as outfits/clothing goes... I was planning to make her a few different variations: flight suit/mechanic garb, tight leather pants (commando-type outfit), some kind of civil/jedi clothing variant. I'm open to suggestions.
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Because all of the base models are not scaled correctly W.R.T. the player/characters. How do you know if the correct scale is too big? Maybe the map hanger should be bigger?
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Is it scaled correctly against the in-game player size?
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PIXAR releases Noncommercial RenderMan
Archangel35757 replied to CrimsonStrife's topic in Art, Media & Technology
It should work even on a single worskstation. There are also export plugins for 3dsMax (@ maxplugins.de) that support exporting to renderman's RIB format. -
So far, I've been working on finishing the Hi-Def mesh so that I can get to a weighted mesh and start building the 3ds Max Facial-Rig/Lip-Sync GUI. This GUI will use PRAAT (www.praat.org) for generating the phonemes from a provided sound file... I've written a function to read the PRAAT utf8 text file results for phoneme parsing. The 3ds Max GUI will provide a button to export the resulting phonemes & visemes into the file formats you requested. So in regards to the GUI and it's functionality-- it's still in the conceptual phase. I could probably also export the facial bones into the other game format that uses that face editor (...for those not using 3ds Max). My plan was to use as many of the legacy face bones as possible-- and only add new ones where needed. EDIT: But if a model is weighted to the new face.GLA then it would be needed in game-- regardless if you have it do expressions or lip-sync during actual gameplay.
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You won't notice any big difference in UI from Max 5 thru 2010... just more capability.
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File front IIRC and the models are in a folder called "models" may have been submitted by Keshire.
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@@Cerez -- what GLM file are you trying to import? If you downloaded the Raven released dotXSI model files then you can simply import the dotXSI file with my Maxscript dotXSI importer (but you'll need to migrate to the Max7 at least). Remember that GLM character models are scaled down to 64% of original size-- so you'll have to rescale the imported model by a factor of 1.5625.
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UPDATE (WIP48): So here's the latest head mesh... So I think the face mesh is satisfactory... now I just need to work on the mouth slit, teeth and inner mouth cavity... I also still need to smooth a little bit on the backside of the skull... and snap some verts back together along the face/head border... naturally I need to give her: hair, better eyelashes, eyebrows. From this angle it looks like I need to tweak the front of the ear lobe to be a bit closer to the face/jaw: One thing I did modeling-wise that might help others is... I cloned the the face mesh as a Reference -- this means any changes to the mesh (either to the original or reference will change them both)... so I aligned the reference clones of the original mesh as best I could to some ISO views and then worked on the original face to help flush it out.
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I started a Han Solo model... alas, it's still lying in my pile of WIPs.
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The Jedi Knight enhanced skeleton will include all of the JK2 bones-- and then some new ones as well.
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@@Cerez -- Skin Wrap modifier was added in Max7. There is a download link to older, free, legal trial versions for Max 7 & 8 in my ROFF WIP thread.