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Everything posted by Corto
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Ok, I think I'm finally getting there...
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Reflecting on modding Jedi Academy 14 years later
Corto replied to PK_Azlon's topic in General Modding Discussions
Quoting John Miles "Modding was my first love...". I started modifying the Vampire Redemption game, using Milkshape and Maya 3.0. It was clumsy at best, but it worked. I was able to modify Christoph Romuald and turn him into The Kurgan from Highlander. Shortly after, Jedi Outcast came out and it changed the game for me. Not many in here may know me from the Lucasforums era, but that's where I started. My first contribution was a Jango Fett model that had everyone asking for more, but instead of doing a lot of models, I dedicated most of my time to figure out how to export new animations and compile a .gla file. At the time, everyone said it was impossible under the circumstances, but I proved them wrong and started a new era with custom animations for the game. Soon after that, Dave Turner contacted me to be part of the Dark Forces mod and the rest is history. Now I feel like it is time to come back to my first love. -
I know the vainilla Jedi Outcast/Academy has a limit of a thousand vertices per surface for .md3 models, I think it´s much higher for .glm models. Which forces me to split .md3 models in several pieces in order to remain inside those limits while pushing the polycount. Now, is that limit higher in OpenJK? What are the current contraints for content creation? Is there a document that consolidates all this data? Thanks!
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It's all being taken care of.
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Following Ashura's comments, I have decided to scratch the base layer and do myself the edge wear. I'm going for a much subtle and controlled approach. I'm manually painting lines where I want the wear to be and then controlling the amount using blending effects. It's looking much better so far.
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If by clean you mean pristine, without marks and scratches, then yes I can do it. I would only have to replace one layer.
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Hahaha, you noticed the venting holes, damn. By the time I finished duplicating and positioning, I didn't feel like fixing the lighting right there. But I will. I'll decrease the wear further, but I still want the gun to look battered and overused. I plan to use it on a mod and the battle weary gun tells a story. The specular light is still missing from the texture because I didn't do it yet. I'll probably delay the next update until I have everything sorted out.
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Which tutorials do you mean? I wouldn't go as far as call myself a PBR artist yet, since I've only used Substance Painter to create a weathered down and scratched paint surface, which then I had to fix a lot because the procedurally generated wear and tear wasn't too accurate. The rest of the texture was made by me entirely in Photoshop for the exception of the diamond plastic pattern on the grip and the metal base texture. The rest of it was modeled from the start before Circa told me about your model. Have I known beforehand, I think I would've modeled a another gun instead of yet another E11, because yours looks great.
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Another update: Added a lot of small details (nuts, bolts, screws, washers, indentations, etc.). Also tuned some geometry and UVs. Now onto the shadows and highlights, then a lower polycount world model and I'll be submitting and updated file.
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I will use your smart material, but I need to get back to speed, so I would rather manually paint some stuff for now.
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Ok, I couldn't help myself and started working on the fixes right away. Here's some progress, I hope it shows. I'm going to add a lot of object detail to the textures and then work on the highlights and shadows by hand.
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**OFFICIAL** Dark Forces Mod revival topic
Corto replied to Teancum's topic in WIPs, Teasers & Releases
I went over the mod again and to be honest, it looked good back then, but now it looks so dated I feel like it needs a complete overhaul. Not just a re-skin, but an almost complete do over. I'm thinking about making a pure Star Wars shooter with the openjk code which will probably benefit this mod. Do you have someone working on the code already? -
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I downloaded the latest trial to be honest. It saves you a lot of work. I still need to try the hand painting tools, but I think it has potential.
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You read my mind. Although I was comfortable enough to release the model, there are a lot of aspects than I don't like yet. All the points you mention are spot on. I generated the texture using Substance Painter with all the fancy stuff to find and wear down the edges. Now it needs manual work to look more realistic. I have a lot of small details in mind that need to be included in the texture. As for the rest of it, you are right and I have it in mind for my next update. Thanks for comments. One loses perspective when working several days in a row on the same thing.
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This one is out. I'll update the file in the download section from now on.
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Obi Wan's lover is called Satine? What is this, Moulin Rogue? Nice character by the way.
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