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Psyk0Sith

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Everything posted by Psyk0Sith

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Just record using stereo mix and you can rip anything that is fed through the sound card so it does work for games.
  8. That Ki-Adi-Mundi reskin is terrible, why would you destroy the face like that?
  9. I see, just need to know the tri count needed and how texture maps are handled (multiple maps, size restriction etc.)
  10. 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.
  11. Here's a test for the normal mapped version...the actual JA version won't look like that.
  12. 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.
  13. Erh no, I was answering Bek's question. It just means that the model will have more polygons than the average JA model.
  14. Way too many for this engine and not enough for current ones (about twice a regular head before optimization).
  15. 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!
  16. Test bake on first low poly chunk...now someone please make normal maps possible for this old ass engine, thanks.
  17. File>Reset/Zero model view position View>openGL info (look for any error messages)
  18. Baggy pants and regular shirt? Which could be frankensteined.
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