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Everything posted by Psyk0Sith
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EG-5 Jedi Hunter Droid. There's some youtube fight sequences but i don't think there's anything good enough to source material from.
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How would that work?, i don't think there's specific sounds related to body movement? I'd just replace the misc sounds as usual.
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If anyone feels like creating a soundpack for this or have suggestions i'd need help with that. Not that they're supposed to say much but would give them some personality.
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There's no specular or reflections applied, maybe it'll need less, maybe it'll need more, can't know without having real time shader.
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I never said it was the only color, right? There's red, orange and metal (probably others but i haven't played that game) Cape might be added later, not working on that right now.
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Texture update for the Jedi Academy version. Went with the organge paint job. Need to work on the head and scratch that beautiful factory paint.
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Kylo Ren SOUNDPACK & VOICE WORK confirmed
Psyk0Sith replied to Darth Sion's topic in Mod Requests & Suggestions
Just record using stereo mix and you can rip anything that is fed through the sound card so it does work for games. -
That Ki-Adi-Mundi reskin is terrible, why would you destroy the face like that?
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I see, just need to know the tri count needed and how texture maps are handled (multiple maps, size restriction etc.)
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Oh so you want to get it 3D printed? I suppose that would be possible, it's pretty low poly for that and probably wouldn't cost as much as the high poly stuff. @@Archangel35757 I don't have rend2! I'm still stuck in the "manual" texturing stage for JA. Then i'll destroy the tri count and start rigging...if i have enough patience.
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You mean just a screengrab like i did above?
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Here's a test for the normal mapped version...the actual JA version won't look like that.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
Not yet, will try soon. -
When it's done
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Another test bake.
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If you're using max, then watch this guide on how to use the skin modifier, it's not specific to JA but the process is the same.
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Erh no, I was answering Bek's question. It just means that the model will have more polygons than the average JA model.
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Way too many for this engine and not enough for current ones (about twice a regular head before optimization).
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
I haven't imported an .XSI in a long time and never had a need for smoothing groups. I have my source files for that, so that wouldn't make any difference for me. I think you've already done an enormous amount of work for this old relic of a game engine! -
Test bake on first low poly chunk...now someone please make normal maps possible for this old ass engine, thanks.
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Multiplayer is the plan.
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File>Reset/Zero model view position View>openGL info (look for any error messages)
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Can somebody make my FAVORITE star wars character?
Psyk0Sith replied to bigphil2695's topic in Mod Requests & Suggestions
Baggy pants and regular shirt? Which could be frankensteined. -
What he said ^ Adjust those levels.
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More progress