-
Posts
2,351 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Archangel35757
-
I've been getting numerous "502 Bad Gateway" response errors trying to connect to JKHub on my cell phone... yet other websites load just fine... any ideas? It's happening again now trying to make this post! Frustrating!
-
I have both Mudbox and 3D-Coat (though I've not spent any time in either) ...I guess new things come slowly to me. Maybe after I have the first-cut in 3dsMax I'll take it into 3D-Coat... I don't have a lot of "free" time to experiment with the new tools.
-
I still need to work on the eye socket area and eyelids-- they're not quite right. As well as re-work the eye itself... then I'll add 2-sided planes (manipulated into place) to hold eyelash textures.
-
Looks awesome.
-
Sounds like positional music-- nice, but not as good as Audio Machine, The Immediate, or Trailerhead...
-
@@eezstreet, @@DT85 and others -- What are the goggles that Jan Ors is wearing on her head? Are they suppose to be IR Nightvision Goggles (for piloting)???
-
@@Lockgo -- are you a very experienced C++ programmer? I have some ideas for better AI as well as some other gameplay changes that require coding...
-
Here's another update after working on eyelids and eye area... (the eye textures are temporary-- it is a stock eye shader material in 3ds Max...): @@Szico VII -- how are the eyes looking now (pun intended)? I still need to add the Lacrimal caruncle.
-
...if answer is yes, then what is it? ...if not, then I think it would be a good idea to Foster more real-time interaction.
-
@@minilogoguy18 -- Thanks for the input... but those additional edges between the eyebrows will be necessary for brow wrinkling when the eyebrows move towards the center for some facial expressions. I forgot to delete that one center edge (where you are seeing 2 triangles...). When I remove that edge you will have a quad-- but for now it has to remain because of the Symmetry Modifier. There are no triangles in the mesh... everything will be all quads. But you're right that I won't need to carry those edges higher up the forehead.
-
Here's an update after working on the eye socket area: Perhaps now the eyes are not so scary...
-
Yeah, I plan to work on the eye-socket area and eyelids this evening.
-
Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
It's only taken our US president less than 8 years to wreak chaos on our constitution and country... and with our spineless or corrupt politicians we may not recover. I'm betting he could more than ruin the galaxy if God gave him half-a-chance. -
(Actress/model reference: Mandy Amano) Here are my front and side reference images (I had to manipulate the sideview image in Photoshop to get things lined up properly): Yes, I'm aware her front pic has her head slightly tilted to her right and rotated a smidge to her left. So here is the final reference images: I have taken the right half of the face (front view) and mirrored it over for complete symmetry... I will have to take into account the temple area as it sis a little wider than normal in this mirrored image. It also messed up her upper lip in the middle (losing some roundness). I tweaked the ear in Photoshop to get it to properly line up... (as typically the ear should fit between the top of the eye and the bottom of the nose). Ok... so here's what I've managed to do so far poly-modeling inside 3ds Max. Life and work hinder my progress: The lower part of the nose is finished (inner nostrils not shown)... but I need to work on the upper bridge area of nose (it's not Asian-enough) and the eye-sockets, as well as continue flushing out the lips. The lips match her relaxed side-view mouth reference image-- whereas in the front view reference image she has pulled the corners of her mouth up. When I get these areas finished then I'll start on the ear and then fill in the rest of the face. Currently, she's a little spooky with those eyes staring at you...
-
Well I do plan to finish this one day...
-
This is where I stopped... it's pretty rough and still needs a lot of work. I was planning to make a Hoth and Endor version (with long camo coat)...
-
I started one a long time ago... still in my pile of WIPs to finish.
-
From what I've been told... only Scotland distinguishes between /hw/ and /w/ phonemes. But according to dictionary I believe it's proper to pronounce the "(h)w" sound... though many regions have merged the two. All those word pairs are pronounced similarly in my region of the US ( Or at least by me-- distinguishing the "wh"). They definitely can vary by region. Play these sounds: http://www.google.com/search?ei=8DqzU7ycHoeXqAb7qoKgBg&q=define+while&oq=define+while&gs_l=mobile-gws-serp.3...35018.37930.0.38915.6.6.0.0.0.0.0.0..0.0....0...1c.1.48.mobile-gws-serp..6.0.0.QWR1jUOCog4 http://www.google.com/search?site=&source=hp&ei=TDyzU_SkA8uKqAan24HwAw&q=define+wile&oq=define+wile&gs_l=mobile-gws-hp.3..0l3j0i10l2.5005.13290.0.14394.17.16.0.3.3.0.637.4456.2-1j3j2j4.10.0....0...1c.1.48.mobile-gws-hp..5.12.4063.3.dyfSBEMTZX8
-
For all of you English speakers... let's have a little fun... Please tell me if you make a distinction when you pronounce these word pairs... do you pronounce the 'h' sound as "(h)w" versus just "w" and what English speaking region are you from? In the Southern USA we do distinguish these two phonemes: /hw/ vs /w/
-
I meant using Carcass... but please try the FBX2Ghoul2 converter as well.
-
@@Psyk0Sith -- could you verify if any UV seams exist on your models from either Max7 or Max9?
-
What about when using 3ds Max 8? Does it generate UV seams? I chatted with Rich on jacoders and he said he was not planning to add dotXSI to Noesis-- I was dismayed... like you I wish he would... because I'm curious about some older XSI 1.1 animations released from Star Trek Elite Forces. But I still have plans to write an updated dotXSI importer for 3ds Max... finish the WIP I have started.
-
Yes... it's good to have all the animations in a common usable format that can be imported into Maya, Blender, and other 3D tools... however to be truly usable in 3dsMax they need to be turned into animation clips (much like @@minilogoguy18 did) and stored in the 3dsMax "Reservoir" as .XAF files. This is something I am planning to do. root.xsi is the root skeleton pose... and you can safely omit this one because we have this covered by our uploaded skeleton files. Or if you want we can send it to you as a root.fbx
-
@@minilogoguy18 -- I agree about reimporting the GLM and keeping the skin weights to the skeleton... I think the best way to do that would be to open the skeleton and then merge/import your GLM into the scene... but the thing about re-importing a GLA is that it is half-precision and will have precision loss and possibly jitter. It would be best to convert all of the released dotXSI animations to the proper FBX format with proper coordinate axes. I will take an action to check out what Asgarath did in regards to this...