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Psyk0Sith

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Everything posted by Psyk0Sith

  1. The detailing work looks good, just feels like too much of the AO is coming through and some color adjustements needed. The jumpsuit in particular, there's a light blue version and a gray/cream version, nowhere near as dark. The color of the boots should have very light green/cream tones and the darker patches in green. The shoulder armor needs to be lighter, with more yellow / red / orange mixed in. I only know this because i worked on a ROTJ normal mapped Fett for MBIII and compiled an extensive reference library. Not a big fan of the skin tones either.
  2. Nope, i borrowed 2 monitors and they both worked fine. I can hear an unusual high pitched sound when it tries to power itself. The self test logo doesn't show up right away when signal cable is unplugged, it can take 15-20 minutes before it does, abnornmal behavior.
  3. I'm using an old ass GTX 9800 with 512mb of RAM!
  4. Hell no, my stupid monitor is between life and death, i can somehow revive it by waiting 30 minutes after it's been powered on and fiddling with control panel (via TV's s-video cable). As soon as a game switches res, pc is rebooted or enters sleep mode it goes blank and that stoopid shit starts all over again. I've been shopping around for a new one...tough choice.
  5. I don't care what you use, all you need to model is primitive objects, shift+drag, quick edgeloops manipulation, keyboard shortcuts and a subd modifier (if you want to involve baking and whatnot). I'm pretty sure most packages can do that. The monkey sitting in front of the screen plays a bigger role than the software, imo. Let's not turn this thread into a "who's-better-at-what" kind of discussion
  6. I'd say that's an excellent representation, judging by other ones i've seen, yours is spot on.
  7. Archangel: i understand the process, the last test i did didn't work simply because i did not reimport the .gla. DT:: I'll tinker with it some more, my cloth sim needs to be done in max 9, it looks like ass in 2010 or doesnt work at all. I'll have to put everything on hold until i get a new monitor,, it just died today.
  8. Maybe fake the tail by hiding most of it under a closed robe, just have the tail twirled and exposed slightly at the back? Would still look weird but not as weird as having the full thing exposed and idle.
  9. Max 2010. I tried the rescale time approach and pasted over frame 0 but it turned the anims to crap on the arms, but i had not reimported and shifted the gla, will try that sometime this week. Also i redid a compile with PCJ bones and it didnt seem to change anything to the funky body movements, i'm guessing it's a problem with the imported bones like you guys mentioned and will require constraining to Archangel's skeleton. I've never had problems manually loading characters, so it's a bit strange that you're able to use it. I usually load them with JA plus character selection. I also tried without any mods and same thing happens. Are you using default mp or a mod? Anyway, i'm wondering if i should still waste time on this, i mean you already have the knowledge to do it (and already did with that cape test). EDIT: I found the problem for the crashing, it's because i had a mod for saber grip, looks like it's not compatible with it.
  10. and how do i copy that pose over frame 0? trackview is taking 2 hours to refresh and dragging keys on the time line seems like a sketchy approach. And DT you didn't get a single crash when testing? Because i'm crashing on every test run.
  11. Frame one is not the usual root pose or davinci pose if you prefer, instead the character has the arms horizontal and legs straight. So you're saying i should export that as the ROOT.xsi? Because what i did, is export the last frame (21374-21375) as the ROOT.xsi. The animation sequence was exported as one big file and i didn't add anything before or after, so it's a 1:1 copy of the imported GLA, no changes in order and modview playback looks like a perfect match, in fact using the same .cfg as original .gla. Or do you mean, skip frame 0 when exporting the whole animation sequence? I'm a real noob when it comes to animations, so excuse my lack of knowledge. @@DT85: so you're saying rebuild the skeleton as a set of nulls and use those as the bones?
  12. Sure thing, you'll get a pm Lol i just did another test, this time i started with a taunt and it worked, i could walk around, but game crashed when i fell into a pit and died. I think i need a PCJ in there, because when i tilt side to side, the hips do a cool flexing motion. Perhads the cranium bone needs to be PCJ? @@DT85 Rotate the mouse around a bit before doing anything, turn saber off or something (taunt) and then you'll unfreeze the first frame and eventually you'll crash by doing something it doesn't like. Also what's the root pose i should be using for compiling? frame 21375 or frame 1? if that makes any difference...
  13. It's just named face and yes they are both included. 53 is what i see in max for total bones. Skeleton root is one that gets dumped when compiling, that leaves one remaining and i don't know which one? (face?) even tho it's there, doesn't get included as a bone??? Urgh yeah i understand the precision thing, but that's what i have to work with =/. I don't see any glitches in motion with modview from what i can see at least.
  14. Load a regular model in modview and you'll see 51 bones for them too. I have the same bones included when i compare the list. So now i've gotten a bit further, after completing the hierarchy (weighted tags and caps), i can load the model in multiplayer, i get a static model (the first frame of the .GLA) until i press forward to move, then the game crashes. Before the static pose, the lightsaber ignition happens as usual, then it switches to static and whatever i press crashes.
  15. After months of neglect i started poking around the files again and now have the starting base for this thing to become a reality, unless @@DT85 has this all figured out already . My new GLA doesn't contain new cloth bones yet, only 51 bones of the 53 "stock" ones (plus i'll need to add bolts and caps to the root.xsi). It's basically a recompile of the 21375 frames into an alternate GLA. As expected this alternate version can't be loaded in the game. The only confirmation i get this is working, is from the Ja plus menu character selection, i can see the dummy model walking like the others and when i take out the new .gla the game crashes at startup...but everything looks ok in modview. I want to test and make sure this rig will behave normally before i move further and add the new bones to it. Any coders willing to help with this hurdle?
  16. Got the bastard in-game with old guy version and clothing randomness.
  17. Something that could be improved is the cloth pattern, it is barely visible from the last shots, problem is the pattern is too small and gets lost, in games it's always a good idea to scale that kind of pattern bigger so it is are readable from a distance and doesn't cause moiré effect like on tv sets. You can clearly see it in Pande's screenshots how big it actually is.
  18. 1.Batch Export works, it still worked in previous version. 2.Filename containing spaces can now compile. 3.Morpher modifier now works, correctly, the problem was the user XD Edit: Just having a morpher modifier on top of the stack will do the same.
  19. All you thaught me was XSI is superior to max and i didn'y follow your advice!
  20. Still not working. Tried with Crosswalk_3.3.64.dll, then renamed it to XSIFtk.dll too, same error message. I put back the old plugin (dotXSIExport_Max9_x64_v1.8_betaR1.dle) and it loads without problems, something changed within the .dle and it's looking for something that doesnt exist on my pc? Did you look into "Microsoft.VC80.CRT" from event viewer? Edit: it's Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package ATL Security Update <-------- that didn't fix it.
  21. Renaming the .dll did not work. Same error. I can also confirm what DT said, the file scene name with spaces stops the compiling.
  22. The eye UV's need to flipped on one side, spheres will reflect light in the same direction not opposite. Shape of the nostrils (the "holes" XD) could use some tweaking. By the way if you need ref pics you can see what Kyle Katarn looks like now on facebook! https://www.facebook.com/jason.court?fref=ts
  23. I've encountered that problem in max 2010 as well...i blamed the smd importer and how it imported skin weights but now i'm not so sure. I'll have to do more test compiling.
  24. If you mean texture wise, then my approach is a mix of baking and painting. I've done a lot of texturing with that approach: http://www.bobotheseal.com/Skinning_mini-tutorial_01.htm Where i'd bake down an AO from a low poly model and use dodge and burn to create the forms of the subject. Anatomy knowledge plays a key role here. The drawback to that method is the lack of color variation and since humans don't have weird alien patterns on their face it's difficult to use overlays and get away with it. Human skin has a ton of variation depending on the face area, age of subject, ethnicity etc. To fix that problem you introduce a color layer such as this: http://www.pig-brain.com/tutorials/tut01-01/ Also you should never shade your skin with black, you get rid of that by coloring the AO (and never use black when painting), If you keep it black you get a weird looking dirty skin instead of a shaded skin color. So basically what i'm doing is breaking down the whole thing into 3 steps (which can be applied to pretty much anything art related) shape (that's the modeling part) then forms (dodge n burn and AO) finally details: skin color, beard, veins, freckles, moles, zits whatever. I hope that made sense.
  25. Well the head is a new mesh since i made a high poly sculpt.
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