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Psyk0Sith

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Everything posted by Psyk0Sith

  1. Modders struggle completing model edits, imagine adding a whole new body, some don't have the time or skills to do the whole thing from scratch, whatever gets the job done. Skeleton also restricts height.
  2. Show me some real concept art and i might be interested, but i wouldnt be a part of the team.
  3. There's no material to work from and you're already gathering a team? Personally i'm hoping for new moddable games (hopefully with good gameplay), if not i wouldnt mind doing a few things here and there.
  4. Will do once i get a few things out of the way.
  5. Here's what i did so far, i'd need to go back and fix the spec and gloss. Probe by Psyk0 on Sketchfab
  6. Glad i could help.
  7. Now just find someone to NPC and pose that sucker and you're done. download here
  8. I'll see what i can do about it, not sure how good those reimported bones will deform the mesh, sometimes it looks sketchy. Someone with blender might have better results. Or i'll just export as a new character.
  9. Well i'm not exporting it to JA, maybe someone else will feel like optimizing it, but the current polycount is around 30-40k if i'm not mistaken. The highest i've ever done for a player model was 9k.
  10. Alright but that polycount is not JKA friendly at all.
  11. I'll do the helmet...decide about the jawa part, static or re-export? Is it bolt-able? who knows!!!!!
  12. @@Bek Well there's no uv's and some meshes need to be fixed, but i'll see what i can do. Also by modeling/posing it at a messed up angle it messes up the option to mirror and get stuff done quicker. What kind of engine or render are you aiming for? Hand textured for a game or rendered in a 3D app? (ie blender)
  13. Is this purely hand textured or you have access to baking high poly AO or at the very least low poly AO? In response to your above question: it looks blurry. Show the map displayed on the model too.
  14. For realism! Aren't road workers famous for doing nothing while they work? (one guy in the dozer, others standing around watching him)
  15. I was actually talking about the circles joined together and that other one extruded just above. I'm just OCD about some of that stuff lol.
  16. You should export it to .obj because it's an universal format and will target a wider audience
  17. Looks good, a few artifacts here and there but let's pretend its wear and tear! The smaller details could have been floaters, it's just faster and cuts down on glitches.
  18. Start with a low cage so you have very little verts to move around, the subd modifier will smooth it out without artifacts. Once you have the base, collapse it with enough geo and then start detailing. Sometimes i simply build my topology with retopo tools on top of the collapsed base mesh (subdivided 2 or 3 times as needed). I start with the "seams" and then fill in the blanks, when comes time to split parts at the seams, chamfer "open" with a low value (can always go back to this step for biger gaps), throw on the shell modifier and turbosmooth. With the shell modifier you can use splines to bevel your edges sharper or smoother. Other times you can get away with the double smooth method and modifiers. Yeah that's a pile of gibberish but i hope you understood some of it! XD
  19. Make your edges fatter than they are now, you want them to pop and hit you in the face!
  20. @@RASAS He means the plugins to export and import assets for these games. Support for Max 7 has been dead for years so you don't have legal copy, autodesk has been ripping off its customers for years anyway so i guess that makes it even.
  21. Yeah i always called all of them tags since the quake 3 days...bolt would be the right term for ghoul2.
  22. @@Archangel35757 Meshes (caps and body parts) are set to origin, but the tags have their own individual pivots set at the 90 degree angle of the triangle if i'm not mistaken. When i move the tags for the caps i use the align tool, which allows to move the tag from its pivot point as the "source" to the center of the corresponding cap mesh.
  23. So in theory if i were to hook you up with a normal mapped player model you could load it without (much) problems?
  24. Erh let's not get carried away here, TFU's art is far from being average.
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