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Everything posted by Corto
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Can I run JK2 from the JKA code with the regular jasp.exe file or is this only possible with the OpenJK code?
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Of course he does. I taught him .
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Is time to up the ante, let him do his homework. There's always time to cut down the polygon count and with Softimage it's easy and he doesn't even have to do more than collapsing edges, the UV and envelopes are kept intact.
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Challenge accepted. Gooood, gooood my young apprentice. Remember, don't slack on the geometry topology wise, don't go as far as carving small vents, rivets or cracks, but model everything you can. Make this a kickass, Rogue Squadron quality model.
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This one looks like the kid with his head turned upside down from Family Guy. Now, Pablo? Really? Why not Jose Jill?
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Use the knife tool if you want to make perfect cuts, you can then bridge the polygons. But in order to keep your topology I can suggest you use a plane and snap to plane. Make a plane in the angle you need to for the front part of the cockpit and then move your vertices using the corresponding axis restriction and snap to plane. Then, while keeping snap to plane, restrict the movement to the other two axis and work around the inverted T shape in front of the cockpit and the hath on top of it. I hope this simple drawing helps illustrate my idea:
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Ok, I don't want to enter in a argument, I already expressed my mind and I don't want anyone to feel like I'm trying to bring down so much effort. Having bump mapping and ambient occlusion would be a huge leap forward.
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I gave it a thought, I haven't discarded it yet. I have to finish several things before I can start another one, but I would like to make a fantastic creature and this could be it.
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I know it's a awful lot of work. I wouldn't take on such a task nowadays, not alone at least.My advice would be to wait and see what the coders come up with, graphic wise. And then resume the task of remaking the textures. What I mean is, perhaps the whole game library could be steadily be brought up to a modern warfare level of quality. I would happily take on the task of coordinating a group of modelers to remake player and npc models if that happens.
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I hope you are not too far ahead with the progress because of what I have to tell you. What size are the original textures? 2k by 2k seems rather overkill for the amount of detail you are putting into those textures. Part of the purpose of remaking textures is being able to make them sharper without introducing jagged lines or artifacts into the picture, but the most important thing is to re imagine the original texture with more detail given the fact you have more texture space to work on. Your general idea is good, using a texture overlay to add grit, dirt and scratches is a really good idea, but besides that, there's not much improvement over the original textures. I suggest you use more drop shadows, inner shadows, be careful with the angle of the light when using bevels. Also, you can combine the blending mode of the dirt layer with the "Blend if" option under the Blending Options of the layer. As one of the texture artists for the Dark Forces mod, what I did is try to imagine what I could put in the textures that the lower resolution wouldn't allow the original artists to do. That includes not only small detail like cracks of scratches, but also new geometry, better lighting, etc. Now, this is a staggering task, so I would also suggest you start by redrawing those textures that will allow you to put more detail into them: panels, doors, grates, things that are not flat in nature, etc. I will gladly help you out with photoshop techniques over Google Hangout if you need assistance.
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I'm the modeling guy, Minilogo is the animations guy. Welcome.
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- 28 comments
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- Star Wars Related
- Contains Cosmetic Changes
- (and 4 more)
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- 28 comments
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- Star Wars Related
- Contains Cosmetic Changes
- (and 4 more)
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3DS Max 8 not working on W7 Ultimate 64-bit
Corto replied to CommonRider's topic in Modding Assistance
I said it's pain, not him. Now leave it alone damn it! Hahaha. -
3DS Max 8 not working on W7 Ultimate 64-bit
Corto replied to CommonRider's topic in Modding Assistance
Of course, you should always try everything you can. But believe me, although the transition to another program is a pain, it completely worth it. -
3DS Max 8 not working on W7 Ultimate 64-bit
Corto replied to CommonRider's topic in Modding Assistance
Try this http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=5582319&linkID=9241177. If that doesn't work, get someone to port your models to Sofimage Mod Tool and use Mod Tool 7.5. You don't need third party plugins to export to dotxsi, you can create custom parameter sets for each object so carcass can build the proper shader files and the polygon modeling tools are still unmatched by 3dsmax or Maya. Another huge plus is Minilogo's advanced rig and expertise if you happen to need to do new animations. -
Just upload it, no need to ask permission. It is actually a favor to keep the mod alive.
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I thought about some real criticism I could make. Based on your modeling skills, which I can tell by what you have already done, I think you could easily model some more detail into the model. More accurate claws, the teeth actually coming out from outside the lips and not from inside the mouth, the lateral line needs some extrusion and folding not just a hard edge. Again, you can stick with what you accomplished right now, but if you were able to get that far you can take it a step further. I will gladly do a draw over to explain more graphically what I mean.
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Omicron, what's Dave Turner's current email address?
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I know, I was part of the core team . I'm going to ask around for the source files, at least to archive them.
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What exactly are you uploading? The demo or the source files?
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Well... here goes the "keep it under the radar" idea. I know that all the assets and source files have been transferred from the original team to a new one who didn't get much done about it. I don't even know if I can get my hands on it, but even if I did I would have to play a very high level, managing, counseling type of role.
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You are completely right, the model falls apart in all those details and even the texturing. The model was ages old even before I released it. It had parts from my first Boba Fett/Jango Fett combo (the armor mostly) I stole the hands from Kyle Katarn I think and stretched the base textures too much (hence the stone looking armor). If I was to do a new Boba Fett it would look much much better, but it would also take more polygons. Perhaps it's worth the shot if it's going to be the primary character.
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It happens the same to me with this game and Source games. Even though I improved my skills a lot I haven't even bother yet to move to a newer game engine. Honestly, if the engine gets a well deserved graphic update I think we could put a small team back together but keeping it well under the radar not to raise any expectations. But this is just day dreaming, cause it will take a lot of dedication to keep the same standards we had back then.