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Corto

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Everything posted by Corto

  1. The secret is to start as basic as you can and then add edge loops. Make the nose triangle like, then add loops and smooth the shape, use the tweak tool (M key) as much as you can. Don't waste your time selecting vertices and hitting the move tool, that's just too slow.
  2. Use the zbrush sculpt as side shot. There isn't much to criticize here yet. If the topology is clean, you can always push vertices around in order to achieve the right shape.
  3. Yeah, leave him alone. He has better things to work on.
  4. Why don't the original maps look like that? Huh? Can you answer me that question? Why didn't Raven make maps with that level of quality?
  5. Don't worry, the task you've already taken on is staggering. Just keep at it as long as you can and it will be invaluable. Just remember to keep the unflattened, source texture files you're working on so you can go back and rework some stuff should you need to. The best way to achieve your goal is to hit one problem at a time and don't waste brain cycles worrying about all that's left to do. Keep up, I know sometimes I sound overly critic, but so did Obi Wan, just don't turn to the dark side please.
  6. That's why I wouldn't like to see the idea fail because of poorly planning. Besides, remaking an entire map not only would take a long time, but also there's a high chance of breaking the game and then the effort would go to waste. Most projects fail because the succumb under the weight of their own hype. If somebody is really willing to commit to something like this I would like to have a word with them.
  7. @@Syko, introduce that guy to this forum. If he's really willing to take that task seriously and see it through to the end (at least only one map, which is actually a very daunting task), I would like to make a proposal to him or any other mapper interested. If he doesn't, then nobody is holding his hand (or any's) to start doing it by himself. I can only say I would hate to see several parallel, uncoordinated efforts to give this game a facelift and see none of them come to a solid end.
  8. If only JK2 maps looked like this. I would be in love...
  9. It seems those screenshots are from Unity, not JK2, hence the normal mapping. The screenshots are misguiding.
  10. I still don't understand what's the obsession with 2k and 4k textures. Not only it's overkill and the loading times are probably going to go to hell, it's not necessary at all. Texture size has to be decided in a case by case basis. Some textures may need doubling others even more depending of the space they're covering, but going straight to 2k or 4k without drawing finer or new detail in them (re imagining the textures), makes no sense at all. The guy "remaking" the game in Unity is going to have a hard time getting that out the door. Besides, what's the point of mentioning the release of the source code if you're using a completely different engine?
  11. I don't understand. What exactly is in high resolution? Your screen? Besides those random panels with normal mapping (which JK2 doesn't have by the way), the rest doesn't look "HD". I know you probably just started this idea, so there isn't much to criticize, but try to take this advice from someone who has had his fair share of project management (mods, games and at work): don't show anything until there's something solid to show for. Also, I would suggest your combine efforts with @@Syko (his thread is over here http://jkhub.org/topic/2035-jedi-outcast-high-resolution-texture-project/) in order to redraw the textures in higher resolution (it pains me that he's making the new texture size to 4 times the original size, but it's his project and I doubt he wants to listen anyway). There's no point in remaking the levels if the textures are going to look washed out like the originals. Again, please don't take this the wrong way, I don't want you to get frustrated in vain.
  12. Did you know John Dykstra was in charge of special effects in the original Battlestar series?
  13. That's one the many advantages of being intelligent, you can pretend to be an idiot. But and idiot can't pretend to be... wait a minute. Never mind... there're so many idiots pretending to be intelligent that I don't think that thought applies anymore.
  14. I was about to say something about it too. Take it easy guys, he wasn't making any serious accusations.
  15. I was thinking about going through BSG again and see if I could capture a good side shot.
  16. Here you have a couple of side shots of Sam Witwer: You can easily find front shots and you can make side shots for rotoscopy. I strongly suggest you start the head again. You have the skills, come on.
  17. Hahahahahaha, nice list of tutorials. I have some of the myself. Sometimes you have to watch through hours of tutorials just to find out about a new nice trick. But what I posted is about painting skin tones, nothing to do with XSI. As good as Softimage is, you can't rely on it for everything.
  18. Go ahead and knock yourself up, here's a good tutorial with a lot of theory: http://navate.deviantart.com/art/SKIN-a-tutorial-Part-1-144294636
  19. I can suggest you get the Face Modeling Gnomon Workshop by Mayan Escalante or just put face modeling in youtube, I'm sure you are gonna find some decent to good tutorials. Also, don't let this bring you down, nobody started as a professional. I would keep trying to remake the head until I get it spot on. Don't settle for less.
  20. I started with the X Wing series. There were some asset utilities that let you modify ships stats, create missions, etc. Ever since then I tried to modify any game I liked a lot. I started learning 3D with 3D Studio R4 for DOS and I even managed to put a model in the first Jedi Knight game (it sucked, but it worked). Then I did stuff (maps and models) for Vampire The Masquerade: Redemption. When Jedi Knight 2 came out I decided to start sharing what I did and I got very good reviews. I still remember when I submitted my Jango Fett in jk2files, the review included something like "and I still can't find my jaw". Also, I was the first one to figure out how to compile new gla files and I showcased it by doing a rather obscene animation with a stormtrooper (of which I'm not proud). Ever since then I've been on the spotlight until I disappeared shortly after the Dark Forces mod was canceled. Right now I only do stuff for JK2 and Valve Games. I met some great people in that time. I had the rewarding experience of teaching a couple of them enough of what I know to set them on the right path. One became very proficient with Softimage rigging tools the other one is currently working for Disney. I became Nathan Drake. Now I should get a job at the business.
  21. Will it be playable in a game or is it just for a demo reel?
  22. @@Xycaleth I don't use Blender, I use Softimage. I was just saying that Blender is alright.
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