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Everything posted by Psyk0Sith
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Hey Agustin! Screw XSI! my brain/mouse/keyboard are now fused with max because of too many years of use. Besides i've got that old bioskin tool that can do all sorts of stuff with envelopes, i mainly use it to mirror crap but it can save / transfer too.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
Still not able to export. The Max 9 XSI file is missing a lot of data compared to the working version exported from max 7. Carcass simply reports "Bad XSI in file" I tried to import it back to see what's inside but it crashes max. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
I just tried the most recent and it's also piece of crap, not surprising coming from autodesk. It just sits there doing nothing / trying to export what would normaly take 2 seconds but it's stuck there for infinity @ 75%, plus it only exports dotXSI 6.0. Useless. -
Ah good one, i don't think i've ever needed to move stuff around once weighted but i'll keep that in mind.
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You won't be able to move the whole thing by simple select and move, it will snap back into place because of the skin modifier. Try this, copy the skin modifier (right click on stack), delete it, move your mesh to correct position, now right click the stack and paste the skin modifier back on, it should've retained the weights. Compile it and check that the mesh looks correct in modview, proceed with the remaining meshes. You could also go in and fix those weights, just select them manually and increase the abs spinner influence.
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The side view looks ok, but the front view has a lot of problems, don't count on maps to fix those issues, they won't do a single thing to improve the actual forms. Here's a reference cast of facial planes, draw inspiration from it & trace lines on your reference images and compare with your mesh, you'll quickly spot proportions issues.
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Well i'll be damned, can i has normal maps support?! That'd be fun.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
Some of them might work and others won't, case per case. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Psyk0Sith replied to Archangel35757's topic in WIPs, Teasers & Releases
Hey Michael!, you are a tenacious man (also credits to DT), i thought you would've given up by now i use 9 x64 and 2010 x64. -
Which version of max are you using? If it's above 8, it probably won't work. It's a not a simple export process, you need to do the rigging before it can be exported to .XSI then compiled to .glm. Details here http://psyko3d.50webs.com/tutorials/jk2_guide.htm if you encounter broken links, just go here for the files and more tutorials
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Hey man, good to see you, i hope life treats you well.
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http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html http://www.dregsld.com/tutorialfiles/tutfiles/SpecularStudy.html http://www.philipk.net/tutorials.html Even if you're not using normal maps, the theory still stands.
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I dig that design, would be fun to model.
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1,613 downloads
This pack features the main characters (15 of them) from the cartoon network tv series Clone Wars. All in cel-shaded style or at least the closest thing that can be done with this game engine. The game models and textures in this pack are copyrighted to Psyk0Sith, Monsoontide (and Omeewan), © 2004, 2005 *Durge and Asajj Ventress made by Monsoontide, Obi-Wan & Troopers textured by Omeewan.* Used by permission. This pack contains sound samples from the clone wars cartoon tv series, characters and sounds are copyrighted to: Lucasfilm Ltd. © 2005 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & ® or ™ as indicated. All rights reserved. -
731 downloads
An intimidating armored assault vehicle, the All Terrain Tactical Enforcer (AT-TE) saw its explosive debut on the battlefields of Geonosis, at the start of the Clone Wars. Specialized Republic drop ships carried the lumbering walker craft into the thick of combat, unleashing them to crawl inexorably toward enemy fortifications. -
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441 downloads
The Kel-Dor soldiers are the same species as the powerful Jedi master Plo Koon. These soldiers may not be trained in the force but can prove to be a formidable opponent. This model is based on concept art found at www.swagonline.com. I would like to give extra special thanx to the author: Bralt Hannicart, thanks for giving me (and AOTCTC) permission to use your artwork. We thought star wars fan art had excellent potential to help us bring new and original characters to the TC...i must say im quite pleased with the result. -
471 downloads
Jedi Master Coleman Trebor was a member of the Jedi High Council at the time of the outbreak of the Clone Wars. Attempting to confront Count Dooku, former Jedi and leader of the Separatists, Coleman was callously shot by Dooku's henchman, bounty hunter Jango Fett. Trebor was a reptilian humanoid with an elongated face, dark eyes, and a sweeping crest extending from his skull. -
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Version v1.1
710 downloads
This is Ki Adi Mundi. Previously the only Jedi Knight serving on the Jedi High Council, Ki-Adi-Mundi now holds the distinction of Jedi Master. When the Jedi learn of the massing armies on Geonosis, Ki-Adi-Mundi accompanies Mace Windu on a desperate mission to subdue the Separatists and their ever-expanding droid armies.