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SW:JK3 Modding, Mapping and Editing
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Old February 26th, 2010   #11
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Default 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
Spoiler:


Last edited by Mikko; February 26th, 2010 at 04:00 PM.
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Old February 26th, 2010   #12
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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.


What goes inside my base folder is no one business but my own. My choice as to what I put in it and take out of it.
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Old February 26th, 2010   #13
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Default 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?


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Old February 26th, 2010   #14
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^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.
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Old February 27th, 2010   #15
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Default 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

Spoiler:
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?

Last edited by Mikko; February 27th, 2010 at 08:25 AM.
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Old February 28th, 2010   #16
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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.
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Old February 28th, 2010   #17
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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

Last edited by Mikko; February 28th, 2010 at 01:00 PM.
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Old February 28th, 2010   #18
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Oh, sorry. The image in your last post didn't show up last time I looked so I was going by the previous one.
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Old March 2nd, 2010   #19
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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
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Old March 2nd, 2010   #20
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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.

Do the evolution, baby.

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