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Everything posted by Psyk0Sith
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So if i design alien species that are not present in SW universe i can get paid for the models? Edit: wow didn't see the thread was that old lol.
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This concept is pretty cool actually. In a few months i'll have enough time to give it a shot.
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Walrus men? XD. Well sure i'm always down with additional freak species, jut can't do much at the moment.
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So you added all bones to the list, and the skin modifier mirroring tool picks only 1 side of the skeleton for both sides of the mesh? I've only seen this happen when i forgot to add bones...i can't troubleshoot a max 2013 scene file since i'm still using 2010. Give me a .XSI and .FBX maybe i can help.
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Not sure if that's the issue, but try flipping the texture at export for the sketchup issue (there's should be an option to do that in noesis). If textures are missing in blender it could be the UV's are not imported properly, some plugins have an option to tick for them to import or not.
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Yes you can, if you want broken and limited options to display your normal maps. What you need to use is a 3rd party shader that isnt broken and offers greater control such as "3 point shader" or "XoliulShader 2"
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When normal maps display correctly in one package and are broken in another it's usually a shader issue or flipped channels. 3D studio max can't even display its own maps correctly because it has a "broken" or poorly written shader. If you have an asset that displays correctly in JA, compare all the channels with your normal map and make sure they're matching the orientation (red and blue channels can also be inverted depending on bake settings). Also, JA's player models have a tendency to be lit from the back more than in the front, not sure why that is, but it could be a contributing factor. What happens if you rotate the AT-ST around before exporting? does the new back (the front) look correct? If so, then your normals are fine and the shader or the engine is breaking something.
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Here's the JA skeleton for softimage mod tool: http://jkhub.org/files/file/1492-softimage-jedi-academy-character-skeleton/
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Whatever technique you use, the most important skill you need is anatomy knowledge. Beginners should probably rely on image planes in the viewport to build their models (lack of anatomy knowledge or any art training), over time you don't need to rely on them as much, especially with the poweful sculpting software we have now. I'll setup image planes when i need accuracy or build a simple base mesh (to get proportions right) then it's off to zbrush and gets detailed in there.
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Request for a Compiling tutorial
Psyk0Sith replied to Lamented's topic in General Modding Discussions
@ watch these to learn how to use the skin modifier http://www.youtube.com/playlist?list=PL_BCFWryEiOcnCYSdA3xFzBxSOKsthkl1 -
Version 1.0
2,884 downloads
****************************************** JEDI KNIGHT III : Jedi Academy MODIFICATION ****************************************** Title : Ki-Adi-Mundi Authors : Psyk0Sith, Grafox, Neomarz E-Mails : psykopat@geocities.com Websites : http://psyko3d.50webs.com/ File Name : PSKkMundiJA.pk3 File Size : 3.62MB Date released : 07/28/2014 Revamped textures/Meshes/Shaders: Psyk0Sith Description: ---------------------------------------------------------------------- Ki-Adi-Mundi was a male Cerean Jedi Master of the Jedi Order who served on the High Council in the twilight years of the Galactic Republic and played a major role in several battles during the Clone Wars. Born in 92 BBY, Mundi was discovered at age four by the Jedi An'ya Kuro and became one of the few permitted by the Jedi Order to be trained starting beyond infancy. Thank you's: ---------------------------------------------------------------------- Tim "Spacemonkey" Appleby Mars "Neomarz" Marshall Grafox Raven Software Installation: ---------------------------------------------------------------------- Simply put the pk3 to the gamedata/base folder of your game directory. ====================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.- 6 comments
- 10 reviews
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- Star Wars Related
- Team Support
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Boothand already made one based on my old stuff (and other people's) http://jkhub.org/tutorials/article/166-character-modeling-for-jk-in-3ds-max-walkthrough/
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Correction, i did not make the Durge or Asajj Ventress model in the CW pack, i only compiled them if i recall correctly.
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There's nothing wrong with the face, the lack of perspective is what some people perceive as a problem. Great work DT!
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I don't recall seeing uv seams, only mesh seams when objects are split from each other.
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Ok this one starts the process, but i get error: "No model LODs found" but i don't want LODs! hehe
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The converter does not work, "not a valid win32 application" perhaps because i'm on xp x64?? (old and obsolete)
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Yes, just need to modify a few things and recompile for JA. JKA version is now released: http://jkhub.org/files/file/1970-ki-adi-mundi-updated-for-jkiii/
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Version 1.0
369 downloads
****************************************** JEDI KNIGHT II : Jedi Outcast MODIFICATION ****************************************** Title : Ki-Adi-Mundi Authors : Psyk0Sith, Grafox, Noemarz E-Mails : psykopat@geocities.com Websites : http://psyko3d.50webs.com/ File Name : PSKkMundiJO.pk3 File Size : 3.62MB Date released : 07/28/2014 Revamped textures/Meshes/Shaders: Psyk0Sith Description: ---------------------------------------------------------------------- Ki-Adi-Mundi was a male Cerean Jedi Master of the Jedi Order who served on the High Council in the twilight years of the Galactic Republic and played a major role in several battles during the Clone Wars. Born in 92 BBY, Mundi was discovered at age four by the Jedi An'ya Kuro and became one of the few permitted by the Jedi Order to be trained starting beyond infancy.- 3 comments
- 5 reviews
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Thanks Circa. Shader seems to work differently in JK2 but at least it's not broken.
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More like asking other people to make it for him? Which would result in a community mod...oh yeah, you're right, exactly like KOTF! :wacko:
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Here is the Jedi Outcast version, i cannot test for bugs since i don't have the game installed. Feel free to report any bugs you find. It will work in academy too of course but the taunts won't. -Also includes face anims (no teeth, mouth or tongue, sorry ) -Pony tail is now static. -Caps added in .skin files, i think they were missing in one of the earlier versions
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If someone throws the code my way i might include it.
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Default lights look like shit, make it flat shaded, that's how you should texture anyway.
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Haha glad i could help