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Psyk0Sith

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Posts posted by Psyk0Sith

  1. I know you're trying to stick with the design, but you should adapt some of the shapes for tastier baking. Example: the 3 inset bevels at the nozzle, bring that shit inwards even more, anything near 90 degrees is no bueno! Same deal with the brown part of the stock, even the trigger looks flat in sideview (because it is...and shouldn't) The ammo clip also has 90 degree angles that need some 45 degrees lovin'.

  2. Just an FYI - I've implemented Ghoul2 viewmodels so when you're done, send it over to me for rigging.

     

     

    @@Psyk0Sith

     

    Regarding Kyle. Do you think for now you could just make high quality viewmodel arms, all the way up to the shoulder? Any neutral pose you choose will do as we're not using the player model GLA for viewmodels.

     

    I'll see what i can do, what's the target budget for mesh and textures?

  3. I thought you were the man for the job? I'm already way behind on Gorc and Pic but i'll see what i can do. I don't think i can pull off a Jason Court face without any sort of useful references tho.

  4. Hm, good point. I'll export to MD3 as it's easier to export and load in-game. They both display normal maps the same.

     

    I thought .glm was the reason why we needed xnormal in the first place, to see if dotXSI>glm yields good results. We want to know if carcass could do the job currently without any modifications.

    Archangel35757 likes this
  5. @@Psyk0Sith - good job.  Ok... so those dotXSI 3.0 files were produced with the v1.9 exporter, correct?  What export vertex normals option did you use?  What were your xNormal settings?

     

     

    -XSI exporter 1.9

    -Normals set to smoothing groups

    -Xnormal baked with a cage and checked the binormals box in the mikkt plugin. Swizzle was set to -Y just because its standard for max shader, don't know what rend2 uses.

     

    Download the box here

     

    Type npc spawn xnbox to load.

     

    Shader will need to be written added for normals and AO and swizzle changed if needed.

     

     

    models/players/XNbox/diffuse

    {

        {

         map models/players/XNbox/diffuse

         rgbGen lightingdiffuse

        }

    {

    stage normalmap

    map models/players/XNbox/normals

         normalScale 1 1

    }

    }

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