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Psyk0Sith

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Everything posted by Psyk0Sith

  1. Updated file, see first post! Let me know if anything else is wrong.
  2. I've been asked to re-compile some of my models for Jedi Outcast and need help testing to make sure it works (in outcast of course!). Thanks. @@Boothand ?
  3. It's not a glitch, it's for hiding the various head portions when using the hood or mask combos. Works fine in modview, just have to turn off some parts that are white (depending on the .skin file that is used).
  4. Someone from the Kotor community contacted me about converting the model, so there's a chance you get this guy in there too.
  5. The border looks much better (and will also bake much better)! I usually zoom out and look at border thickness to get an idea of how good it will look in a game scenario. Try changing the pitch of the bevel too, just select the flat portion loop and scale it down so it goes from big outside to small inside...if that makes sense, and yes i have used the quad chamfer plugin, a great tool, but i prefer a different approach. Whatever works!.
  6. Bevels: the fatter the better, of course sometimes it's down to personal choice but you can't argue with normal maps, that's just how it works. Push modifier example: I'm not sure what your topology looks like but add a push modifier on the shoulder plates, increase slightly until your get nice rounded edges instead of sharp thin ones, same principle as chunky bevels but the beauty of that method is you can adjust in real time without the need to play with edge tightness.
  7. Try adding a push modifier for chunkier borders and you'll have a solid high poly source. Those carved details on the armor's back for example, are screaming for over the top bevels!
  8. Shaders don't mean sh!t if you don't actually paint dark and light values in your diffuse, the overuse of pure black makes everything pure black
  9. -I don't think the height of the head is big deal, no skulls are shaped alike anyway and covered by hair most of the time. -Top lip is actually made up of 3 forms, both sides are shaped out instead of in...like you currently have. -Mouth corners should be softer and not pinched.
  10. @@minilogoguy18 No, it really is a stupid design. After Vader and Maul it's pretty damn hard to get another iconic villain i think.
  11. For me the main hangout was Lucas forums...back in 2002! I was around the void for a brief period (mostly lurking).
  12. Alien proportions = fail in JA.
  13. Might want to work on that doom helmet some more, doesn't look air tight and a bit sharp for something spherical and made of glass. I'm guessing this is what it should look like...
  14. I considered making this a while back. I'd be tempted to do it but it wouldn't be 100% accurate.
  15. Use the updated Ki-Adi-Mundi version (revamped textures) if you haven't already...textures look like the old ones? or maybe that's just the shader.
  16. I usually prefer to do real sculpts instead. Painting is better suited for surface details.
  17. Well no, since it was not baked from a high poly model, it could be faked with something like crazybump but doesn't always produce good results.
  18. Skeletor model? http://jkhub.org/files/file/2070-masters-of-the-universe-skeletor/
  19. I either complete or trash my projects, no scraps left behind.
  20. I did some work but don't expect a final product anytime soon, or ever.
  21. Maybe i did. You need it for your jedi pack?
  22. It means you can botch together a "new" model that picks bits and pieces from what was mentioned. Doesn't require modeling skills.
  23. Yeah and it doesnt fit Ki-Adi, it looks stupid, that was my point.
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