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Psyk0Sith

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Everything posted by Psyk0Sith

  1. @@DT85 You can't tell me what to do until you get your title back, aka Emperor of this mod! I'll try to keep it tame...if that fails we can always update the old videos with the new characters lol
  2. I'm asking for the modified version with the new neck position. @@Alvar007 here's how you can do it without messing with xforms. 1.Select the neck piece and click on the skin modifier 2.Under skin modifier, go to advanced parameters tab and uncheck always deform 3.Now click below the skin modifier where it says editable mesh, enter a selection mode, in this case, pick element for moving (because it's faster) and verts/edges for tweaking. 4.In element selection mode, you can now move the mesh down and modify it to your liking 5.Exit sub object mode and go back to step 2 and re-enable always deform 6.Export Modifying a mesh in sub object mode does not mess with Xform and it will keep the pivot intact. Note that the always deform step is probably not even needed, just a safety.
  3. Can you pm me the .pk3? I can't troubleshoot the max scene because i'm using 2010 version.
  4. You need to rig the neck piece, that means adding skin weights and linking it to the hierarchy.
  5. Get higher res screengrabs (take them yourself) with this: http://getgreenshot.org/downloads/
  6. @@Ramikad I'm doing my own interpretation for the design, i want the mouth to bring out more of Salacious Crumb species features.
  7. You're more than welcome to create your own rig and animations, what we'll be working on can be used for other creatures as well so it won't be for nothing. The current pose can be changed to fit your needs, i usually prefer a more natural gesture when sculpting vs the stiffness of T & Davinci pose.
  8. Of course it does, but don't expect the stolen head to look the same, it will look like all the rest of the ported content textures: made out of cement!
  9. It's way too early to have that thing rigged tho, this was just a zbrush sketch to update the design, i could create a dummy base mesh with similar proportions, common thing to do when developing a character so that the motion artists aren't sitting on their ass doing nothing...not that i would imply that about you The pose can be changed to whatever would work best, matching JA's default might be better. @@minilogoguy18 does have a point tho, in a perfect world he should move / behave according to his size.
  10. Archangel has proposed to use motion builder along with max so that's the first thing we're going to try, not sure how difficult it will be but we won't know until we do a few test runs. If that fails we'll have to rely on your skills, provided you have time and desire to work on something like that.
  11. The head texture could be improved and better matched with the body though.
  12. You're in luck, Backflip is porting every single model known to man, including Deadpool! https://jkhub.org/topic/8281-backflip1s-skins-kitbashes/page-3
  13. @@minilogoguy18 I'm approaching this as a modeler and have no skills in animation so i'm looking for shortcuts! I understand where you're coming from, nothing compares to a custom built rig. My idea was to have the animations transferred to a biped for these reasons: -Build characters with custom proportions and load all the animations found in the original .GLA with a single click (and possibly fix the crap ones if you are skilled enough) -Adding bone driven cloth sim. -Ditching modview completely when skinning / checking errors. -I suck at building rigs / animating
  14. Custom rig was the goal, or it could've been modified for the default rig *with wonky results* if needed. The design would be inspired by the original characters but improved to keep a little continuity. @@Archangel35757 I don't know enough about transferring keyframed bones to other bones or CS biped in particular, using a CS biped would be a huge time saver for proportions and re-applying animations in a single click, might be possible with custom bone rigs but i'm quite useless with them!
  15. Even tho this will end up nowhere, here is a rough design of what Gorc could look like (needs proper gear and more sculpting!).
  16. Indeed there is, it was the first step that launched the quixel suite. I believe they dropped support/updates for the free version when they packaged the new one into the suite.
  17. Quixel has NDO which does a bunch of stuff like that, also allows to paint details and modify the bevel type.
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