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Psyk0Sith

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Everything posted by Psyk0Sith

  1. Well honestly i don't need to previz in XSI viewer, if i need a good approxmimation i'll load the stuff in mudbox 2011, its default display options look pretty close to what JA will do. @@DT85 when you say smoothing groups i'm assuming you broke them off manually in max before export? Lookin' great by the way.
  2. @@Crook download here It ain't perfect and missing a bunch of stuff (icons, sounds, bots etc) but it works!
  3. You're probably better off asking a COD4 modder for help.
  4. @@Metatronicks Look, i know what i'm doing, all you have to do is wait.
  5. Because he doesnt have 2, only 1. As shown in the concept and this:
  6. It should be pretty straight forward, keep in mind that you get out what you put in...meaning if you don't have enough details meant for normal mapping then it won't come out as good. I bake my AO in max. Pick a standard material, change diffuse to pure white, apply to everything in the scene. Drop a light tracer light in there, keep light tracer settings with default values, except i bump the rays to 400 after an initial test. What you're probably missing is a scene floor, so create a flat plane (or hemisphere, whatever) and scale it big enough to cover the character, move it below by a lot, just don't leave it close to the feet or your gradient will be too dark and don't forget to apply that white material from earlier too. Last setting to change is supersampling: the max 2.5 star pattern can be ok but sometimes you get cleaner results with hammersley (something like 0.7) note that it doesnt influence the look of the AO, it just gets rid of artifacts. With the normal map, you can also extract smaller/sharper details with a tool like crazybump, also useful to isolate cavity/spec maps info instead of doing a bake for each one. That should lock in 90% of the shading/detail work. The rest is just defining material and adding manual highlights
  7. Guess what...i modded this game (JO and JA are the same thing!) back in 2002 with a machine from 2002!
  8. I'll have to echo what Asgarath said, if the face is not in the correct spot you'll have some glitches. The range of motion for the face bones is quite limited. It's best to line up your character with a character from the game so you know where joints/features should go. Also, check out these vids from Paul Greveson on how to use the skin modifier:
  9. Are you sure? Because i'm on a machine from 2007 and i do more than the average user with an i7!
  10. Post images of what you need and correct names.
  11. No, but i added missing pieces and fixed a few things.
  12. @@Archangel35757 won't it screw everything up because the GLA expects bones to be in the same location for each model? That used to be true in the past, locked to that damn skeleton's proportions.
  13. Je me base sur le character sheet, cette version du casque n'a pas de V d'après ce que je vois. En plus chaque image concept à un design différent. Sans avoir de matériel de référence directement du jeux je ne peux pas faire de miracle.
  14. Ouais je crois bien, même si elles ont toujours l'air de morceaux de carton.
  15. I've put in more work but some portions need to be changed.
  16. -Check the width of the philtrum (circled in red) see how the skin actually has some forms inside the nostrils, i think it's too narrow and being attached to the center of the nose cartilage throws it off. -The other part is a fleshy bit that everyone has alongside the mouth corners, this could be tricky to achieve on a subd mesh, but usually you can pull verts slightly to get something close. You already have some of it showing in sideview (as demonstrated by Ms. Portman) -Another part that i think needs some tweaking is the whole portion above the lips, feels like it needs more mass, that part sits on the muscle and top teeth which means it should not sink in as much as it does.
  17. wip52f and i'll see what i can do. Would you mind showing a 3/4 view as well?
  18. Much better, give it more of an "M" shape where both lips meet, also the top lip still feels a bit triangular, remember the mouth is O shaped, it could be the shading too that throws the shape off. Check the ratio between lips too, top lip appears much bigger, but that m shaping of the opening should bring balance back.
  19. It's possible to merge textures together...but you'd most likely need to keep Yoda in a few split parts anyway, the compiler usually stops when the vert / tri count is too high.
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