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-   -   My project (http://forums.filefront.com/sw-jk3-modding-mapping-editing/418858-my-project.html)

Mikko February 26th, 2010 01:16 PM

Re: My project
 
I tried XSI mod tool but it only goes to "not responding" not even starting up after half an hour

Ok. I edited the hair now... and wire of shaded coming this function just doesn't work properly in blender it seems.. doesn't show all wires..
EDIT: added the caped version

Erstok February 26th, 2010 04:25 PM

Re: My project
 
Due to the fact the JK series has always been tiny. You are going to be stuck using either 3DS Max or XSI. Not saying blender wont work, but due to the fact majority of modelers have used those two programs where you find more support for getting models into the game.

Inyri Forge February 26th, 2010 06:00 PM

Re: My project
 
The polyflow needs a lot of modification to support good deformation, especially in the shoulders and other joints, like the elbows and knees. Also, why are his legs bowed?

minilogoguy18 February 26th, 2010 08:03 PM

Re: My project
 
^Yes indeed, you have so many n'gons (usually means polygons with more than 4 sides), you really need to fix all that and add some more loops where the legs meet the hips and I'm afraid to look at the buttocks because that is something that can't be skimped out on either.

Mikko February 27th, 2010 04:18 AM

Re: My project
 
umm. minilogoguy.. like I said wire on shaded doesn't work too well in blender the models are strictly made with quads and few triangles on the head because blender doesn't support so called n'gons

I'll show few screenshots of the edit mode cause there it shows every wire the only problem is that it shows as x-ray so you see verts that are also on the other side of the character

the thing ontop of his head on the first picture is the "sun" lighting

but yea thanks for feedback :)

EDIT: I also do have 3ds max 2010.. so if theres a skeleton for that could you guys link it?

The One and Only February 28th, 2010 11:47 AM

Re: My project
 
Something which nobody else mentioned specifically, you should make sure that parallel edges have their vertices joined together, otherwise you'll get holes around the joints when the mesh deforms. At the moment you have quite a few points where two polygons beside each other aren't joined together properly, for example the polygons of varying lengths in the legs.

Mikko February 28th, 2010 01:00 PM

Re: My project
 
did you take into consideration that the pictures are x-ray in your look at the model? because every polygon is joined to the ones next to it.. I asked my friend to rig it on his skeleton of his school project and it had no problems with deforming

The One and Only February 28th, 2010 01:43 PM

Re: My project
 
Oh, sorry. The image in your last post didn't show up last time I looked so I was going by the previous one.

Mikko March 2nd, 2010 12:06 PM

Re: My project
 
ok np.. no offence taken The one and only :P but yea.. I sent the models to my friend for texturing.. So I'll post the textured model pictures here after he is done with them ^_^ might take a while though cause he is busy with other stuff

GlitchMasterShmit March 2nd, 2010 03:07 PM

Re: My project
 
i am wondering, what's up with his right leg? there's like a dip in it and then it goes back to normal again.


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