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Psyk0Sith

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Everything posted by Psyk0Sith

  1. Yeah different eye colors is already done, some hair too. Lol Moondog: it's the handlebar!
  2. Yesterday i tested Max2010 x64, because that's what you asked for . There was no hanging, it all worked but Max 2010 ONLY. I got the point cache to work too.
  3. Been working on a fat civilian head variant (the body will be Rax, with some color changes as you can see below), i'll dump more screens as i go.
  4. That works too, it's still the same as the bend modifier: animation without bones, didnt we say that kind of animation was useless?
  5. I exported a cylinder with the bend modifier, works in xsi viewer. Buuuut collapsing the morpher modifier doesnt bake verts.
  6. Nope, it broke some shit when i installed it, so i'm still on SP1. I rarely use Max 9 anyway.
  7. It depends how carcass wants to see the vertex weights, if it's expecting some sort of weight table to assign which vert corresponds to which bone. A baked vertex anim wouldn't need bones (think of MD3 in JA).
  8. @@DT85 here's my version.
  9. UV's on the hair can be done in a few seconds with textools (and even without), just select all, hit iron, relax and then pack...flat planes are the easiest thing to unwrap
  10. On the last versions i tested, everything works fine. The only thing to fix now is the .skin file texture paths and it'll be perfect.
  11. @@Archangel35757 Yes i can do a test for Max9 x64.
  12. Lol my bad, maybe downsizing will make it look crappier?
  13. Textures done...at least on my end. Lambda Shuttle (click to view in 3D)
  14. You should not be intimidated by me , i'll give you feedback and tips. Just try it.
  15. If no one takes it, i will, it should only take a few minutes to complete.
  16. How about i kit bash civilians from existing assets? Plus there's a fat dude similar to that one too.
  17. A few names come to mind, but just because they can doesn't mean they WANT to. I'm thinking agent smith with a new head would make this easier.
  18. Bloody awesome work mate!
  19. You're right, it looks much better in max. I don't know enough about environment creation in JA to provide a quick fix. Take a look at the first level's assets to see what kind of shader was used for the trees.
  20. Doesnt quite look like a pine tree yet, they have big branches stuck to the trunk, in reality it should be a network of small branches. Reference: http://digitalholeinone.com/trees-textures-materials/free-tree-textures/free%20pine%20tree%20digitalholeinone%202IMG_2412.png Tuts: http://www.polycount.com/forum/showpost.php?p=1020341&postcount=9 http://www.polycount.com/forum/showthread.php?p=1384931 http://www.andyzibits.com/tut_particle_tree_generation.html http://www.game-artist.net/forums/support-tech-discussion/11251-trees-beginners-3ds-max-tutorial.html and there's even a script: http://www.scriptspot.com/3ds-max/scripts/tree-maker
  21. A few things that feel off to me: volume/shape of the skull, a bit too flat at the top. Flatness of the forehead in side view, the length of the nose, like his nasal bone is pushed in too deep (side view), it also makes the planes of the brow barely visible. The big bump below the ears (mastoid process) is too harsh and shouldn't be all that visible since most of the ear (and flesh) covers it . The front view looks pretty good imo, nice readable forms. I realize he'll get hair transplant and the skull shape won't matter as much but it won't hurt to address some of those issues.
  22. I entertained the thought of building one...found this, which is better than nothing
  23. It doesn't hurt to try the XAF but my guess is they won't match the new pivot points of the new bones and end up all screwy or not work at all. Mirroring bones and keeping animations is impossible from what i've read. Oh and when i said right side i meant the moose's right side, if that wasn't clear...you'll see what i mean if you load the .glm in modview.
  24. Yup that's what you need to do. You could leave the right side bones in place and mirror them over correctly, that should work instead of redoing *everything* but you'll have to redo the anims and probably weights unfortunately. Archangel's method might work but if vertex order changes by detaching the antlers it's not guaranteed. Also you can easily mirror your weights with the skin modifier, just rig one side correctly and mirror.
  25. I'm not sure why it wouldnt compile with the root.xsi you sent, i was having a 4599 error code, but a simple export from the FBX file went further from the start. First problem you had was too many bones influencing some of the verts, this can be easily fixed by changing the bone affect limit under the advanced parameters rollout of the skin modifier, ALWAYS change this to 4 whenever you start skinning. Second problem is the high poly count. 2010 triangles (max is 2000) and 1361 verts (max is 1000) i fixed the poly limit by detaching the antlers, you still get too many verts because of the body but it'll compile and work fine. Finally the third and probably the worst, is your bones have been mirrored improperly and the pivot points are pretty much all screwed up on the left side once in modview. His right side appears ok. When you mirror bones, use the mirror tool under character > Bone Tools. You might be able to manually fix the pivot points of each left side bone but i'd prefer to redo the rig from scratch since you can snap them onto the old ones and match them perfectly (not the left side tho! ). Check your PM's for the mangled space moose.
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