-
Posts
790 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Psyk0Sith
-
I'm guessing there are females and no they are not planned. Update: I rigged the mouth to the jaw bone + mouth interior added, works better than expected.
-
It might work for the jaw actually, but i didn't even bother to make a mouth cavity XD
-
I see, maybe if i feel like it. The only drawback that i see for now would be the need for a new .pk3 for each species, unless someone knows how to assign different voices depending on the head selection?
-
@@Archangel35757 I didn't plan on adding them in, maybe just use the jaw bone, we'll see. @@Circa maybe, depends what's needed for the gold pack.
-
Had some free time this week and started work on a new species. The plan is to re-use Hapslash's jedi robes in the same way Darth Shiftee did, adding my own heads & limbs when needed. If anyone is willing to contribute sounds, bots, npc's etc that would be greatly appreciated. Here's the first pass on the head. More later.
-
There's a horse vehicle in Neo Dark Ages, you could re-use the skeleton and gla for the moose...i don't think it will attack you tho. http://jkhub.org/files/file/1298-neo-dark-ages-v318-manual-install/
-
If you are using 3d studio max 5, make sure you are assigning the texture from the correct texture path example "base\models\weapons2\yourweapon\yourweapon.jpg" it should write the texture path in the .md3 if you tell the exporter to do so. The alternate way is to import the model in md3view.exe, create the .skin, import / apply it to the model and re-export as .md3
-
Some pointers: make the ears bigger, the antlers look rather simplistic, they are a big focus point afterall. So make them "big and rounded" like this reference: I'd love to see a hand painted texture on this, but it'd be quite a challenge.
-
@@DT85 Does that mean you're taking over the experiment? because i wouldn't have a problem with that! lol.
-
That was the first problem i expected, the compiler could be the real problem tho....seeing too many frames at once, it will probably freak out!.
-
Nothing new, but i'll start focusing on this in a few weeks, just have to take care of personal stuff first.
-
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Archangel35757 Correct, i tested it with Max 2010 x64. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
It's probably a typo you did there, but yes it's broken in 2010, i do not have 2011. -
@@DT85 Like Xycaleth said: It won't be visible. I was refering to it being ugly because of how the FBX conversion treated the splits, which should be easily fixed, that option is present in the assimilate interface in case something goes wrong (they call it "remove duplicate verts" or something like that)
-
All UV coordinate borders create extra verts, it's always been like that, even if you didn't detach the polygons or set smoothing groups. It's still true in today's AAA engines. Which is probably what's happening here. "On the most basic level, the triangle count and the vertex count can be similar if the all the triangles are connected to one another. 1 triangle uses 3 vertices, 2 triangles use 4 vertices, 3 triangles use 5 vertices, 4 triangles use 6 vertices and so on. However, seams in UVs, changes to shading/smoothing groups, and material changes from triangle to triangle... are all treated as a physical break in the model's surface, when the model is rendered by the game. The vertices must be duplicated at these breaks, so the model can be sent in renderable chunks to the graphics card. Overuse of smoothing groups, over-splittage of UVs, too many material assignments (and too much misalignment of these three properties), all of these lead to a much larger vertex count. This can stress the transform stages for the model, slowing performance. It can also increase the memory cost for the mesh because there are more vertices to send and store." source: http://wiki.polycount.com/PolygonCount So in other words, if the mesh splits are happening at UV borders, then they are "free" and don't impact performance, they just look ugly for now
-
Why not get yourself one of them bundles? http://store.steampowered.com/sub/18636/ Just sayin'...
-
Just crank up the AA and play at higher resolution? sadly you can't do much to fix really low poly models.
-
I might give it a shot but it will take a while before i can start.
-
Sorry guys but i can't really start working on cloth sim project until november i'm afraid. The good news is i could use the new .GLA version to setup the cloth rig.
-
The problem with the eyes is the blue area (iris) is one solid color, you need color variation. 2nd problem is the lack of shading and highlights, the top part of the iris will have darker tones because the top eyelid is casting a shadow, you have to introduce highlights to define the spherical / reflectiveness of the eye. Finally, it looks like the tear ducts are missing, it's a feature that can be easily overlooked and the viewer knows something is off without knowing what exactly. Awesome pack btw.
-
[Mod Request] Playable Giant Rosh
Psyk0Sith replied to Rosh Penin's topic in Mod Requests & Suggestions
Sounds like the best mod ever but i'm afraid it won't be complete until all in-game characters are replaced by an enormous screaming Rosh. -
Brings back memories, i'm shocked i didn't have seizures playing DF2, the infinite texture tiling on everything is so distracting lol.
-
Links are dead anyway, i might have given a shot at remaking a low poly version of the necro starkiller.
-
A more flexible way of getting things in Max is always good, so yes.