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Psyk0Sith

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Everything posted by Psyk0Sith

  1. 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.
  2. 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.
  3. 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.
  4. You do not own the assets from Raven or any intellectual property from Lucas Arts / Disney, distributing them freely would require an agreement of some kind from both companies.
  5. Ah good one, i don't think i've ever needed to move stuff around once weighted but i'll keep that in mind.
  6. 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.
  7. 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.
  8. Well i'll be damned, can i has normal maps support?! That'd be fun.
  9. 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.
  10. 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
  11. Hey man, good to see you, i hope life treats you well.
  12. 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.
  13. I dig that design, would be fun to model.
  14. 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.
  15. 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.
  16. 616 downloads

    As requested by Eggman_DR This is Jack Skellington from the Tim Burton movie: A nightmare before christmas, enjoy.
  17. 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.
  18. 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.
  19. 609 downloads

    Yarael Poof is a member of the Jedi council, of the Quermian species, a race of sentient invertebrates related to the Troiken of Xexto. Poof's sensitive olfactory glands were located in his hands. Poof had two brains, one located inside his skull and the other in his chest cavity.
  20. 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.
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