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Psyk0Sith

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Everything posted by Psyk0Sith

  1. 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.
  2. I entertained the thought of building one...found this, which is better than nothing
  3. 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.
  4. 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.
  5. 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.
  6. Try .FBX version 2010 (at the bottom of the export dialog)
  7. @@Boothand do you have anything above the skin modifier in the stack? if you do, remove modifiers or move them below the skin modifier. It's the best i can do for now, ideally i would've opened the original max scene and poked around.
  8. It's a port and should not be made public, i rigged it for someone's private use.
  9. I can't open max 2011 scene files, sorry I could take a look at the .glm or .XSI.
  10. Nice work dude, you just need to pack the UV's tighter. Try to keep surfaces that belong together welded on the same uv shell to minimize seams and make texturing a lot easier, big chunks instead of scattered all over. Disregard if it's just a temporary layout
  11. Fun fact: Ray Park wears it in real life (or at least did at that time) and Lucas thought it was a good fit for the character so he kept it on screen. You can see it in the pic i posted too.
  12. Isnt there an automated script for xsi to take care of that annoying part?...if you mean linking the hierarchy that is. Also you'll need to add more loops around the joints or you'll have limbs that look like pinched straws when bending
  13. I never tried .ase because i always assumed it was .XSI only, i'll have a look but i'm pretty sure it won't like it, seeing how bitchy it is simply using another .XSI file version.
  14. No LOD's is fine, i've rigged heavier stuff and my machine didn't complain Also, you should look for an option to restrict the "bones-per-vertex influence", in max it's set to 20 by default, which is ridiculous for games. You could buff him up with some kind of push modifier, used correctly it could work but with a segmented model it's more of a pain.
  15. Would be hard to do something remotely decent with both of them with retexturing alone...
  16. I have part of the spec maps done by the way, i can finalize them when you pass the model along.
  17. File has been submitted, sorry it took so long but i discovered some annoying bugs at the last minute, hopefully everything is OK for this release.
  18. Version 1.0

    2,185 downloads

    ************************************************************** JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ************************************************************** Pablo-Jill / Ongree Jedi Pablo-Jill was an Ongree male native to the Skustell Cluster who served as a Jedi Knight and General during the Clone Wars. Famed for bringing peace and order to the lawless planet of Ord Mantell early in his Jedi career, he participated in the Battle of Geonosis in 22 BBY, where over two hundred members of the Jedi Order battled the vast droid armies of the Confederacy of Independent Systems. Pablo-Jill was one of few on his side to survive, though he became separated from the bulk of his fellow Jedi during the fighting. Three years later, he led a daring attempt to rescue Supreme Chancellor Palpatine from the clutches of the commander of the Separatist Droid Army, General Grievous, over Coruscant. Many of the other Jedi gave up, but Pablo-Jill continued in his efforts to intercept Grievous's tri-wing shuttle, and eventually dueled with the cyborg aboard the Separatist flagship, Invisible Hand. Grievous proved too strong for the Ongree Jedi Knight, however, and killed him. After the duel, Pablo-Jill's body was launched into space for all the Republic forces to see.
  19. Default Rodian head looks pretty accurate, no? or you want more variation?
  20. Urgh that Kit Fisto model should never be textured "realistic", it was meant for the clone wars pack and it should remain burried in it. I don't approve of the Kel-Dor soldier either.
  21. Soften the corners of the mouth, the mouth is an O shape folded on itself, so no triangle shapes!.
  22. @@Archangel35757 -Cancel button works -I don't mind about last scene file remaining open -As you suspected i also get the bug when picking between ASCII and Binary
  23. Max 9 x64: Batch export multiple scene files to .XSI = successful export and no dialog boxes remain Max 9 x64: Exporting 1000 or 10 000 frames of animation in 1 file = successful export and no dialog boxes remain Max 2010 x64: Batch export multiple scene files to .XSI = successful export and no dialog boxes remain Max 2010 x64: Exporting 1000 frames in one file = successful export and no dialog boxes remain
  24. Psyk0Sith

    Lobot

    Thanks everyone, updated file to fix missing texture, enjoy!
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