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Everything posted by Psyk0Sith
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Uh yeah i'm aware of that
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Sure, if i can hand paint, i can click boxes and get PBR
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I don't use Zbrush for hard surface modeling but i might have older zbrush tutorials introducing some of the tools, i'll have to take a look. For character modeling in zbrush i suggest you take a look at "Introduction to Character Creation for Games by Raphael Boyon" i think he covers pretty much the whole process in zbrush, some stuff in Maya but whatever, still applicable to other apps. For better retopo performance i decimate or use a lower level division, once the topo is completed and setup for bakes i simply swap the decimated mesh with the higher res version, at that point the high poly can be displayed as a simple box so no viewport lag obviously. Max has wrapit or graphite tools to take care of retopo and that's what i use. I've used topogun in the past, it was good but it created some odd glitches sometimes, i'm pretty sure they sorted those issues by now. The Zbrush retopo tools aren't that bad and it does feature zremesher so worth a look.
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It's been so long i don't remember if he grunts at all in the original DF2 He does grunt randomly, like a Gammorean death metal singer and a death sound that's it. A jaw bone and maybe two eye lid blinkers could be added if mini wants to do it.
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I don't think he added them for the following reasons: -He doesn't talk except wiggle his ears *i think* -You wouldn't see anything move with that helmet, except visible portions of the lips: the head itself is partially modeled, there's nothing under the helmet! -No eyelid meshes have been made (easy to add if needed)
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AKA the 3 feet tall terror...
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UV seam found! Split meshes at UV seams?
Psyk0Sith replied to ShenLong Kazama's topic in Modding Assistance
Might want to cut down that polygon count or rebuild it from scratch. 61k tris is 20 times the count of a stock player model. -
Force push does have some kind of rumbling sound tho.
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But it's a great Jaws rendition!
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Jensaarai - Nikkos Tyris (Willing to pay money)
Psyk0Sith replied to Xioth's topic in Mod Requests & Suggestions
Learning the tools is the easy part, it takes years to improve your artistic skills. A day or two is pushing it for a beginner, aim for a week minimum, it could take as much as a month when i started (from modeling to rig, no textures) -
Jensaarai - Nikkos Tyris (Willing to pay money)
Psyk0Sith replied to Xioth's topic in Mod Requests & Suggestions
If you want, there's nothing wrong with donations. -
Just look into kitbashing and ports, it's almost a make art button!
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So cool man, i can't wait for more.
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All thanks to my work, not his!.
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Two questions about Frankenstein & animations
Psyk0Sith replied to Willdo's topic in Modding Assistance
Tags aka bolts, are the triangle objects that are placed "inside" the model to indicate specific areas, which can be used to define a bounding box or a bolt-on target. The sabers are bolted to the players hands using tags for example, so the game knows exactly where to place the hilt. The orientation and placement of the tag has an effect on the orientation of the bolted object, hence the need to NOT mess around with their orientation. -
You could improve it to fit your own artistic vision.
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All Terrain Armored Cargo Transport aka AT-ACT
Psyk0Sith replied to ShenLong Kazama's topic in Mod Requests & Suggestions
Unless you get someone to animate it properly you won't see it as a vehicle, only a prop. -
Gorc will beat you to death with it if he can't slice your head off.
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Gorc's hilt.
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It will improve the shading, as long as the file format supports it.
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I mean normal maps are best generated from a high poly source modeled with fat bevels, your high poly source could be improved in that area. I can tell you that because when you show the model without normals all you get is superficial details that could've been hand painted in a few seconds. For a game like JA your best skill is knowing how to paint light and shadows the traditional way. If you plan to do a high poly source you need to go overboard with bevels and still paint some light sources into your textures.
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I could do it, there's few references tho.
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[Port] Hoping to get Arcann/Thexan ported in, if possible!
Psyk0Sith replied to Lanader's topic in Mod Requests & Suggestions
I think he means "while i appreciate the effort put into Jeff's work, i would rather have a ported version". -
No, you can take the blue channel from normal maps and add them to your AO, depending how much detail you have modeled / baked, it can really help, it also helps to mask out some glitchy cavities in the AO. Your normal map is pretty basic here and honestly wouldn't make much of a difference with or without it.
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Damn that was quick and better than expected