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Corto

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Posts posted by Corto

  1. As one of the original members of the Dark Forces mod, I would to give it another go. But given that my new "team" is about two members big (me and a friend of mine who codes), our intention is to focus almost exclusively on gameplay and just a couple of new high quality assets. I would like to turn the mod into a pure shooter experience and, if possible, fix some of things we could never achieve without the single player source code. Now, here´s the ask: I only need a solid JA source code to start with. I'm not asking for people to join the project, as I know how that goes. This is a hobby of mine I want to get back to, nothing else. Who can help me getting something to start working with? Thanks!

  2. Scaling issues can be solved easily enough. You can even have one size for the world view model, that looks good on the hands of the NPCs or the players, and then have another size for the first person view model. When you try to use the same model for both views, you either end up with either an out of proportion world model or a weak looking first person view model.

    Maksman likes this
  3. I wanted to introduce more Battlefront guns to replace the ones in JO and JA. I'm working on some player models too, but wanted to flesh out a gun real quick because they are easier to model. Looks like somebody's already working on a Relby model. No need to compete over who does it better. Better to push each other to make the best possible models and focus on variety.

    Maksman likes this
  4. I've never been happy with the E-11 on any of the Jedi Knight games. The only one that looks ok is the one in Dark Forces. So, I've decide to quickly model one that looks like the one in DICE's Battlefront.

     

    Right now the polycount is 4448. What do you think? Should I bump the polycount even more and smooth out/add more detail? I'm not completely satisfied with some details, but overall I think it's looking good.

     

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    GPChannel, Noodle, Kualan and 9 others like this
  5. Programming for UDK is a plain pain in the ass. I think they've changed all that with UE4, they threw away unrealscript in favor of C# or C++ (I don't recall well) and they've finally included a proper way to work with visual studio on the solution. You're better off modifying the actual Jedi Academy code than starting from scratch.

    minilogoguy18 likes this
  6. For weapon models there no need for a high poly model to make the normals. It's faster to make a height maps by hand with the smaller details carved or written and then convert it to normal maps. Crazybump can achieve some remarkably good normal, specular and occlusion maps just from a simple texture. I would concentrate more in making a terrific model, a terrific texture instead. For things that need a more organic detail level I would go for a sculpt or similar.

  7. I had to put my own Jedi Outcast "modernizing" project into stand by to take drawing lessons. Now I'm working on my game from scratch, so I don't think I can commit to a mod. I can, however, take time off from my daily routine to come here, do some draw overs or model simple stuff. I can tackle a gun or two maybe. Let me know which one you want remodeled.

    DT. likes this
  8. Nice work on this new Kyle Katarn model. I know that you're not nearly done, so I'm going to take a moment to suggest you try to give him a more real mercenary look. For a start, make his shirt more loose, perhaps with one of the neck flaps folded showing more of his inner t-shirt. Then try to to give him cargo pants. Not loose, skater type, cargo pants, but like military/tactical cargo pants. And the boots, those jedi like, slick leather boots don't suit the mercenary type. Go for something more bulkier, tall boots, but not horse riding like boots. Something like a pair of Iowa or Magnum military boots with some cool gaiters on top with some velcro straps or with those quick disengaging plastic buckles. And like someone mentioned, don't be afraid to go for a weary look. It will add to the feeling that he's an actual mercenary and not cosplaying. Better to suggest now than when you think you're almost done and it's too late to make big changes.

  9. I just want to say I'm starting to feel comfortable with Maya, although I still can't get rid of the feeling I'm leaving so much behind by trying no to use Softimage anymore. I don't know knack about animations with Maya yet, but it seems to be as good as Softimage if not better. On the modeling side It's starting to scratch the surface of what Softimage can accomplish, but I feel it's going to get a lot better now that they're killing Softimage and Pixar is helping so much. I'm going to try to use Maya for a game I'm starting with Unity. They both seem to get along very nicely.

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