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Everything posted by Psyk0Sith
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To clarify 1000 tris per object and no more than 500 verts. You're welcome.
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Look at your polygon count, if you have a mesh with too many verts it's probably the cause (possibly the torso). Also check the console for potential error messages, can't remember if it bitches about vert limit in there. Also using Alora's caps is a pretty hacky job, you should create proper ones .
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Boba Fett Voice Filter Tutorial
Psyk0Sith replied to DoodleAye's topic in Mod Requests & Suggestions
Sounds like talking into a container and then some EQ settings like an old telephone / walkie talkie (cutting the bass and higher frequencies). -
Thanks, glad you like it...some background info on him, in case you skipped the first post: https://comicvine.gamespot.com/xesh/4005-82669/
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He'd need LODs, caps and i can't get that cloth to deform to my liking so i put that guy on hold.
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It's shader based, find the line in the universal shader file and create your own shader to replace it with whatever you want. Same principle as replacing a player model with a .pk3 outside of the stock assets.
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ILMxLAB Star Wars Unreal Engine VR Demo on Mac | WWDC 2017
Psyk0Sith replied to Psyk0Sith's topic in Art, Media & Technology
Never read YT comments, it's a trap! -
It's probably caused by 1.the tag not weighted to the proper bone 2.That bone not being named correctly 3.a combination of both. Solution: Rename the "lhand_tag_bone" to "lhang_tag_bone". The l_hand and r_hand tags have to be weighted to the corresponding l_hang and r_hang bones
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Weird shading on models exported from Blender.
Psyk0Sith replied to Arth's topic in Modding Assistance
I meant weld the mesh itself, the glm importer does the same in max, all you have to do is weld the mesh verts back together, not the UV's, sorry. Some engines / exporters also split the mesh if you have the UV's offset out of the 0,0 uv layout, so another thing to look out for. -
Weird shading on models exported from Blender.
Psyk0Sith replied to Arth's topic in Modding Assistance
To clarify the above post: carcass has an option you can set to either keep split surfaces (ghetto smoothing groups) or weld everything together (1 smoothing group). You need to have the .XSI to do that and follow build protocol or you're stepping into a world of pain. @Arth The fix should be pretty straight forward in blender, just weld the verts back together and export. -
How can I import The Force Unleashed models to Jedi academy?
Psyk0Sith replied to JV Order's topic in Modding Assistance
Sounds like you need to fix UV's or something the exporter doesn't like relating to UV's, someone with blender skills will need to clarify. -
Weird shading on models exported from Blender.
Psyk0Sith replied to Arth's topic in Modding Assistance
Looks like UV splits as a result from importing into blender. I'm sure blender has the option to export as 1 smoothing group (or set them up properly). There might be an option somewhere at import / export to take care of the issue...dunno since i'm not a blender user. -
Congrats on your first!
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Lol, was just curious how much, besides it's not what this community is about, we make projects that we enjoy working on for free. I personally am not interested seeing this character in JA, so i'm out . I'm pretty sure someone will port it if there's a ripped model somewhere.
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How much? 20$? 50? 100$?
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Are you asking me? you know i ain't no animator, that's your job! Sure, 3 edges joints, how many do you need? 5? Starting to think that mesh needs to be redone from scratch...
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By pipey you mean a rounded and tigther pattern instead of flat stripes? I probably wasted too much geo on the cloth folds that's why it looks retro, already busting the budget by 400 tris. His outfit in the cinematics is not the same as the game, it's pretty shitty lol, the shoulder armor is like a stuffed animal! So which one should i go for? JA or cinematics? I need to go back and tweak of course.
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It's a condition known as space scurvy. I have no idea, it would be useful to know so i can optimize the mesh further.
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Here' a first draft, geo needs to be tweaked on the fingers and more time spent on actually painting the skin and nails.
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If you keep the wiring close to the body and 4 sided, you could fake most of it on the surface of the hilt (baking / or manually texturing wires) and only have geometry come out where needed...all that detail is pretty much lost since its hidden by the hand and small screen size. It's a fun design tho.
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Is it alright to have the arms (sleeve folds) symmetrical? What about texture res? 1024 for symmetrical and 2048 for non symmetrical?