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Everything posted by Psyk0Sith
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Well the best that could be done is convert the textures to normals, but that would be more like adding a bump map since there's no high poly sculpt that goes with it.
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No idea if anyone's interested in this but here goes... I originally reworked the head only but then i figured i should fix colors and materials on the body as well, so here it is. The head mesh is still a train wreck but it sorta worked out ok. Body texture reworked from grafox, head textured from scratch.
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For Max users i have made a frankenstein kyle to use as a skinwrap source, by deconstructing the setup you can sort of understand how it works...but you also need to read tutorials and watch how to use the skin modifier here
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I propose Darth McShark, he's a bad guy after all.
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Pulling the card out won't do anything, you need to cleanup the drivers and reinstall them: http://www.guru3d.com/files_details/display_driver_uninstaller_download.html
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Nice texture work. Maybe throw on some sith contact lenses too?
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@@Boothand I'm on max 2010 unfortunately...make sure you uncheck the animation box (on the left column) i think that caused cubic scale for me when i mistakenly left it ticked...other than that i'm not sure what the real problem is, regional settings seems to work for some people but not everyone. Maybe ask someone with max 2011 or recent version to compile it for you? Also there's another Plo Koon that was made for JK2 i believe, modeled by Mr. Punch and textured by Kman, it's probably floating around cyberspace but no idea where. I have it on my hard drive, the JK3 version. Grab it here
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
D'oh, sorry for the wrong info, i thought you had the same problem as i did. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
Did you install crosswalk 3.3? http://knowledge.autodesk.com/support/3ds-max/downloads/caas/downloads/content/autodesk-crosswalk.html This is the one you need: http://download.autodesk.com/esd/softimage/2009/setup_Crosswalk_3.3_windows.exe What's probably missing is a microsoft redist package contained within crosswalk, that same problem happened when i reinstalled windows and we couldn't find the proper redist on microsoft's website, the problem was solved when i re-installed crosswalk 3.3. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
Texture path fix is all i need. -
The helmet size is definately too big.
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Name your icon the same as your .skin file (icon_blue = model_blue.skin) To quickly rename paths in .skin files, use notepad or some other editor and use the replace function, pressing ctr+h in notepad will allow you to replace "DT_stormtrooper" with your own folder.
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Why not model your own? It's pretty basic stuff.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
Well i can't really test it because i'm still on 2010...unless it's backwards compatible. -
Imported .GLM models "shards" in 3DS Max.
Psyk0Sith replied to CaptainCrazy's topic in Modding Assistance
If they're prefixed with "bolt_" or * then they're tags, just get rid of them. Use a skeleton with tags already weighted, one less hurdle taken care of. -
How about a retopo of the stock head with proper loops? and why Jan in particular?
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Yes i know, it sounds good in theory but normal maps are quite easy to break.
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Hmm possibly, but i don't know how tangent basis would react to something like that (rotating and moving chunks around could mean mismatch between UV channel 1 and 2 = more errors)
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@@Archangel35757 When creating game content, you should be mindful of where you hide your seams especially when using normal maps. From a perfromance point of view you could plan how your object's material are going to be broken down into UV chunks and plan as you model, by creating clean seam/material edgeloops. Doing this means you can have "free smoothing groups" because if you have split your materials matching the UV islands, these operations can be done in one drawcall instead of let's say 3 for a poorly planned model. This does not influence how your model looks in an engine that can handle tangent space correctly. So... The problem could be an issue with how tangent space (see definition below) is handled on non planar objects. If you apply a character's normals on a flat plane you shouldn't see weird artifacts because the flat plane has uniform direction in tangent space, as soon as you switch to a more complex mesh with non uniform directions, there will be shading seams.
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http://jkhub.org/topic/3825-what-ever-happened-to-psyko-siths-darth-malgus-model/
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Possible Maul Outfit Ideas from Cancelled Maul Game
Psyk0Sith replied to DarthDementous's topic in Mod Requests & Suggestions
There's very little character modders left for these games so chances of getting a request filled are quite low. If i don't care about a character i don't want to spend my TIME on it. -
Not that hard, it's just you'd have to sort out and rig a bunch of different body parts and recompile for each species.
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I've been working on Ithorian species. Considering Chagrian for Darth Wyyrlok and maybe Nautolan too.
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[Request] Mas Amedda / Darth Wyyrlok
Psyk0Sith replied to Kualan's topic in Mod Requests & Suggestions
There's full body shots in some comics, boring design to be honest but easy to make. I'm thinking of piecing together a Darth Maul outfit with additional armor for a Wyyrlok hybrid.