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Psyk0Sith

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Everything posted by Psyk0Sith

  1. http://jkhub.org/topic/3825-what-ever-happened-to-psyko-siths-darth-malgus-model/
  2. 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.
  3. 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.
  4. I've been working on Ithorian species. Considering Chagrian for Darth Wyyrlok and maybe Nautolan too.
  5. 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.
  6. Maybe if you can work for 1$ an hour, because my rates were too high @ 20$. The character(s) would be TCW troopers phase 1,2, fives and senate commando.
  7. Most of the concepts were done by Gustavo H. Mendoça.
  8. Rigging a robe isnt any different than rigging a body, it's just trial and error to see what deforms best, also having good topology helps (matching bone joints and enough geo). You could use your torso as a guide but expect to do some fixing.
  9. It doesn't always give good results and it's far from perfect, it's helpful for characters that are similar to one another, but if your joints don't line up or doing some kind of robot, it's not ideal. I still prefer to manually weight everything. Skin wrap has a tendency to make the deformation "mushy" it's helpful for conforming stuff like cloth or long hair tho.
  10. Correct, the imported .GLM needs rescaling @ 156,25% or something close enough to 156,20. I describe the whole procedure here The way to do it manually is to right-click on the scale tool, a box will popup so you can enter the exact % value needed. @DarthDementous check for duplicate meshes?, did you add only the l_hang_tag_bone to the skin modifier's list?
  11. Could be a version conflict, md3view expects a certain version and max's recent MD3 is no longer exporting that same version.
  12. Carcass is in one of the SDK's (or both): http://jkhub.org/files/file/1137-jedi-academy-sdk/ http://www.gamefront.com/files/files/2662102/jk2editingtools.zip The .dli plugin mentioned in the tutorial was used for older max versions. You need to use one for your max version, find it here. I haven't seen an XSI importer for recent max versions.
  13. Make sure you check this box or it will never work: The hollowed view is called wireframe, press F3. Honestly you sound like you need to learn 3d studio max, if you have never done any modeling before, you're not skilled enough to undertake such a task, you will spend a ton of time troubleshooting your exports because of your lack of experience. I'm not insulting you, i'm stating facts, because i had some experience with max when i started rigging my first characters and it still pissed me off to no end! XD I will upload Paul Greveson's skinning tutorial not related to Jedi Academy but will help you understand how to use the skin modifier. https://www.youtube.com/watch?v=rdVo9M0SGY4&list=PL_BCFWryEiOcnCYSdA3xFzBxSOKsthkl1
  14. You first load the skeleton because it has the correct scale. Your meshes then need to be modeled or fitted around that skeleton, or use Kyle as a guide. You could also use Archangel's skeleton: http://jkhub.org/files/file/1855-3ds-max-8-jo-ja-skeleton/ You can download this rigged character so you can see how things are setup. You can't create your own skeleton because it won't be compatible with the GLA file.
  15. http://jkhub.org/topic/3807-help-i-want-to-convert-a-obj-model-to-jedi-academy/?do=findComment&comment=55236
  16. In terms of character design they're the same. You can't really have a taller and larger figure with JA's skeleton restrictions.
  17. What i meant is that there's already Maul models and Savage Opress just looks like another Maul
  18. I don't think RJW will release his version of Maul, something along the lines of "that game is so old, why bother". So i wouldn't keep expectations high, as for me i'm not that interested in making another Maul.
  19. Read this, that should help: http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html
  20. Well money is always a great motivation but that would be illegal. Seriously though, i could ask RJW if he'll release his version since i have projects to wrap up and short on time already.
  21. I find his lack of pants disturbing, although it would be even worse if he had full horse anatomy!
  22. The hardest part was figuring out the details and how he was built, references were pretty scarce and low res at the time. I eventually found full body shots for proportions and studied sequences from the movie to represent him as best as i could.
  23. Grievous will never be released, it's a portfolio piece and cannot be made public, sorry.
  24. Yes, it's texture related, i kind of rushed the UV layout and could've gotten better resolution for small details. I did some texture improvements on the head though, but haven't touched anything else in months.
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