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Posts posted by Psyk0Sith
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Isn't it what this tutorial is for?
https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/
GustavoPredador likes this -
Maybe because they're supposed to be tiled on brushes in a real map?
Ok, crysis aborted, i was about to pass out from hyperventilating.
SomaZ likes this -
Whoever made the boxes in that first screenshot should be ashamed, where are the unecessary overly rounded normal mapped corners?! Blasphemy!!!
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Why don't you try it yourself? It's simple recoloring.
Jeff and dark_apprentice like this -
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Paint it out? Used the heal brush tool in photoshop and you'll be amazed how skilled you are as an artist!
Bek, Delta-573 and PreFXDesigns like this -
Just scale down a regular Maul, but kids ruin everything, prime example: The Phantom Menace.
General Howard, JAWSFreelao and the_raven like this -
You gave up so soon? Why not try mod tool.
GustavoPredador likes this -
Skyrim to JKA is probably your best bet:
https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/
Also porting is for pansies!
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Then you won't get a working model until you learn how to do it. There's 3 software that can do this...3D Studio Max, Blender or Softimage's mod tool. Mod tool is probably the easiest route.
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Did you make the mesh game ready by adding skin weights and all the rest of the process? You can't simply export the model to .glm and expect it to work like the other characters there are a few steps involved to get there.
GustavoPredador likes this -
Some parts didnt have reference so they'd need to be updated of course.
Delmi, therfiles, JAWSFreelao and 14 others like this -
It's gathering dust in a folder.
Omega likes this -
Mine did but i dumped it when other versions showed up.
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I think everyone forgot about this...
Kualan did it himself. However, that's not to put everyone down. It's great to see things like this
And that folks is why porting is shady, you thought he made it when it's in fact ported. Don't get me wrong, it's a great pack no question about it but the whole situation kills the incentive to create new content for the already overcrowded player model population. Why bother when you know your model will serve as a crotch until the port is released.
Lancelot, Noodle and dark_apprentice like this -
You mean this guy?
Boothand likes this -
Hahah, because he looks like a pimp when he walks? Alas, I cannot promote smoking, it would be a bad influence on frogs all over the internet.
Hahaha, yes but also exploding frogs from smoking is hilarious, cruel but true!
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I want to see an anim where he takes a smoke break, almost exploding after that first drag, totally unrelated to the game but would be funny as hell XD
Sithani likes this -
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Issue 1: Weighting problem / animation related, the neck of all models will do that depending on how they are weighted (thoracic bone influence vs cervical, it's something you have to figure out yourself by rotating the bones around and examine deformation in your software and modview)
Issue 2: Sounds like something you did is not playing along with the exporter...but i'm not a blender user so i don't know if it's a "stack modifier issue" meaning you might be deleting the weights from the hips by adding more geo the wrong way (auto vs manual)
Issue 3: You need to un-mirror one side, either break and move part of the island to another area on the UV sheet (if you still have space left) or create a separate texture map + split your hips into two parts so that new part can be assigned a different texture.
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I figure you mean a world/objectspace normalmap.
I usually bake using a skewmesh and then generate a new tangentspace nm for the lowpoly mesh by using the Wolrdspace normal. While I do this in Substance it can also be done with Xnormal and appearently Handbrake.
Yup, max calls it local XYZ or object space if you prefer.
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That optimization should be done before baking normal maps.
It can be done after the bake too, using handplane and a local "XYZ" normal map, handplane will output the matching tangent normal map based on the optimized model.
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I'll only have real interest when Takeshi Kitano or Coppola make a Ben Kenobi movie with minimal star wars tropes, just him living as a recluse and hanging out with Qui Gon Jinn's force ghost, maybe taking a road trip to visit Yoda...all the fanboys would of course go to war with their keyboards on the internets.
Noodle and TheWhitePhoenix like this
Re-rigging of Alien Mod
in Mod Requests & Suggestions
Posted
Yes the howler has a skeleton, it could be exported to a usable format with neosis and then re-rigged properly *at least in 3ds max it would be possible*. The bones proportions might be an issue and require the alien to be modified in proportions and pose.