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Bob T.'s alien heads


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#1 Guest_Bob Ta'aar_*

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Posted 27 January 2011 - 05:56 PM

Ah, I just love how the forum keeps growing. And since here's a new section, I'm gonna put in here, what I'm currently working on.

I always hated the lack of alien species to play as your PC and to be honest, most alien-head mods I tried weren't satisfying eighter.
So I'm working on several alien-heads at the moment with plans to release a mod, that adds most alien species that are in the game as playable PC heads.

Before you think, these won't be the boring full-body models where you can't see any cloth-changes at all and half the animations not working.
I'm actually very close to have a fully working Weequay-head on a normal human body (wich I'll tweak yet to match a Weeqay-body of course), the only thing missing at the moment are the facial animations, but once I can find the right hex-edit, it should be fully operational. The same method should work on all other heads as well, so I'll be able to include all species with near-human bodys.

The three species that already have head-only models I'm remaking into more individual heads, here are a few screenies of my Zabrak, Devaronian and female Twi'lek:

Spoiler


#2 Mandalore

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Posted 27 January 2011 - 06:03 PM

Those look cool.

I have work to do. I should be doing it.

 

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#3 jswartz0181

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Posted 27 January 2011 - 09:23 PM

Okay, I have to ask. With the Twi'leks, is red going to be the only color, or will the full (or somewhat-full) spectrum of skin tones be available?

#4 Guest_Bob Ta'aar_*

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Posted 28 January 2011 - 10:50 PM

Well, I don't think it'll be the only color. But so far the Lethan female is the only one I started yet and to be honest, the texturing part is my least favourite, I'm more the modelling type :D.
I'm still far from satisfied with the underwear-model of the Twi'lek (the boots need to got/change and I think I'll change the color into something else), but the UVM map of the Handmaiden-model (wich I obviously used) just plain sucks. I spent half a dozen hours to remove the neck-collar without changing anything else!

I even might recruit some good texturerers once I have a couple of good models to work with, so far I'm still at the very beginning (although I already learned much more that I'd ever imagined to be possible in that short time).

#5 jswartz0181

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Posted 29 January 2011 - 01:59 AM

Was just wondering. Of all the colors Twi'leks come in, red has always been my least favorite.

#6 Guest_HaVoKeR_*

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Posted 29 January 2011 - 04:20 AM

Zabrak? Darth Maul ancestor in kotor... =p

#7 Guest_Astor_*

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Posted 27 March 2011 - 06:28 PM

Any chance of you using these new skins to change some of the NPC clones in the game?

#8 jjo

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Posted 28 March 2011 - 03:22 AM

...That Zabrak totally has a target right on his crotch.

But these are looking really nice! Looking forward to the completed product. :)
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#9 Mandalore

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Posted 28 March 2011 - 03:07 PM

I even might recruit some good texturerers once I have a couple of good models to work with, so far I'm still at the very beginning (although I already learned much more that I'd ever imagined to be possible in that short time).

I'm not bad at texturing. Need a hand?

I have work to do. I should be doing it.

 

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#10 Guest_Bob Ta'aar_*

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Posted 14 May 2011 - 09:57 PM

Was just wondering. Of all the colors Twi'leks come in, red has always been my least favorite.

hehe, well, Lethans are my personal favorites on the other hand ;). but I think I'll with the Twi'leks, I'll release (sooome day) a pack with some different colors.

Any chance of you using these new skins to change some of the NPC clones in the game?

I haven't planned this, but once they're finished, my models will be free-to-use for any other modders, as long as they give me a little credit, so maybe somebody will make such a mod.

I'm not bad at texturing. Need a hand?

Actually, I joined with Bullobrien at the Holowan Labs now, who's done a terrific Togruta-skin for the Twi'lek head. I made a Togruta-shaped head-model now, that is even fully working, but we're stuck at the uvm-mapping, 'cause neighter of us has got any expirience with that. You or anybody else knows how to do that?
'Cause no kiddin', we're very close to actually have a completely functional Togruta-model for K2 :w00t:.

#11 Sith Holocron

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Posted 15 May 2011 - 06:05 AM

Actually, I joined with Bullobrien at the Holowan Labs now, who's done a terrific Togruta-skin for the Twi'lek head. I made a Togruta-shaped head-model now, that is even fully working, but we're stuck at the uvm-mapping, 'cause neighter of us has got any expirience with that. 'Cause no kiddin', we're very close to actually have a completely functional Togruta-model for K2 :w00t:.


If you get that working, might I suggest you offer it to Logan23 for inclusion in his Revenge of Revan mod? Redrob41 (also attached to ROR) might be able to assist you with UVM mapping. I suggest private messaging him to confirm that first though.
Release dates are for those that don't care about quality in mods.

#12 Guest_Mablus25_*

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Posted 16 May 2011 - 03:14 PM

I agree with Sith Holocron would suggest offcer your ideas and mod to Logan23 for his mod

#13 redrob41

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Posted 24 May 2011 - 08:25 PM

If you get that working, might I suggest you offer it to Logan23 for inclusion in his Revenge of Revan mod? Redrob41 (also attached to ROR) might be able to assist you with UVM mapping. I suggest private messaging him to confirm that first though.

I'd like to help out with that, but I've been having problems with exporting models in 3DSmax. If I get that sorted out, I'd definitely take a crack at the uvw map for you. So far, the Togruta screenies I've seen have been stellar. You could always PM me the model (binary.mdl & ascii.mdl & .mdx) files, just to take a look. I Can't promise anything though.

#14 Guest_Bob Ta'aar_*

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Posted 26 June 2011 - 03:43 PM

alright, sorry for the long time I've been gone. my full-time edication as a teacher just didn't leave any time for modding ;).
anyways, I'm back now and wooooaaah, what did I see? VP actually did the tutorial on how to compile freely-modded and changed head-models back for the game! And it friggin' works :hot:!
sorry, for getting so excited, but I just got a FULLY (and I MEAN fully) working, animated, exactly matched to the collar, Weequay-head in-game.
Spoiler


anyways, this means, that I'll work on implementing the heads of all the full-body aliens in the game as playable PCs. but it's really good news for the Twi'lek and Togruta too, 'cause now I should definitely be able to make headgear displayable on them too.

I'll gladly send anybody the model-files of my Togruta-head, who want's to give the UVW map a shot. That's just not my area of expertise ;).

Btw. is there a talented skinner, who'd like to reskin some underwear-models to match the alien heads?

#15 Guest_Dark_Ansem_*

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Posted 26 June 2011 - 05:10 PM

you going to make good use of VP's discovery?

#16 Guest_Bob Ta'aar_*

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Posted 26 June 2011 - 07:58 PM

exactly :D. well, I kinda feel obligated to, as I think I'm one of the folks, who pushed him to write the tutorial in the first place, after I got so frustrated with the hex-edit guessing not working ;).
I can already confirm that his method definitely works for adding helpers like for displaying headgear too. The female Twi'lek head has now all-functional headgear :cool:.

#17 Guest_Dark_Ansem_*

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Posted 26 June 2011 - 08:22 PM

a breakthrough!

#18 Guest_Bob Ta'aar_*

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Posted 26 June 2011 - 10:16 PM

yeah, it might be a small step for the casual user, but it's a huge step for the modding-community ;). and if I think about how many hours I've wasted with hex-edit guessing ... ;). VP's just THE MAN!

anyways, here's a screenie of a fully animated, human-body matching Aqualish with working (sort of) headgear. the head is considerably bigger than the human ones, so some headgear gets clipped a little, but it still looks much better, than I feared.
Spoiler


#19 Guest_Dark_Ansem_*

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Posted 26 June 2011 - 10:44 PM

that is impressive result. Aqualish Jedi!

#20 Guest_Bob Ta'aar_*

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Posted 06 July 2011 - 01:23 PM

well, I ran into some troubles with the Bith-head, as it's missing the necklwr_g bone. anybody knows how to add a bone to a model?

got the Duros-head done now though. it's fully working, although most goggles are just too tight for that old bubblehead. I think it'll be a good idea to make my heads compatible with the no-headgear mod ;).

Spoiler





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