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Quanon

Member Since 11 Nov 2011
Offline Last Active Aug 21 2017 08:45 PM
*****

Topics I've Started

Download:Quanons Mission Color Pack

27 June 2017 - 01:29 AM

http://deadlystream.com/forum/index.php?app=downloads&module=display&section=screenshot&id=1115

 

File Name: Quanons Mission Color Pack

File Submitter: Quanon

File Submitted: 26 Jun 2017

File Category: Skins

K1R Compatible: Yes

 

Quanons Mission Color Pack

 

Hello, everyone,

 

Here follows a small mod, well more a variation on a mod I did earlier. A reskin for Mission Vao.
Though this time I altered her skin color. You can pick any of 5 I made.

 

Red, Green, Yellow, Purple and White/ Cream.
Have a look at the screenshots and the row of portrait shots.

 

Those will show you just how colorful I made it.
As before, nothing changed much to her vanilla look, besides the color.

 

To install, copy all the TGA files, each color has it's own folder, to your Override.
That's it! The mod is installed.

 

Enjoy!

 

Click here to download this file


Download:Quanons Jolee Reskin

24 June 2017 - 04:57 PM

thumb-ff2bbbb6b5f343ed0da29bc0ab16d10e-p

 

 

 

File Name: Quanons Jolee Reskin

File Submitter: Quanon

File Submitted: 24 Jun 2017

File Category: Skins

K1R Compatible: Yes


 

 

 

 

 

Quanons Jolee Reskin.

 

It has taken me some time to get the last of my reskins out of the door. But it's here!
Jolee, the old Jedi hermit, crazy wisecracking cook? Ahem, coot... had been done for some time.

 

So have a peek at the screenshots, as I've given him the same treatment as my other reskins.
A nice size boost; which allowed me to put in a more texture to his skin and clothes.

 

I've kept his classic vanilla look, so no changes to his design. Just more crisp and sharp looking details all over.
Jolee comes with 3 differant icons. I've put those in a folder. When installing just rename the icon properly.

 

You only need to remove the '02' or '03' suffix. For the other files, just copy them to the Override and done!

 

By demand a more hairy chest version has been added!

 

 

 

 

 

Click here to download this file


Rendering a portrait.

10 June 2017 - 08:38 AM

So if folks are wondering on how I do this portrait rendering, here follows a quick and dirty run down:
 
The place to start is a tutorial I made some time back, as part of a lightmap tutorial. This part deals about setting up the render engine and lighting:
 
http://www.mediafire...ghts&Render.pdf
 
I'll now list a few extra tweaks I found that improved the look of the portraits, since the above mentioned tutorial deals more with lighting an area instead of a character.
 
 
A first note/change:
When reading the tutorial, pause at the step where you switch 'on" Global Illumination (Step 2 on the screenshot) ;-)
 
There is a small box called Multiplier, it has a value of 1,0. You can enter 5,0 in there.
Below that is Maximum Photons per sample; this is set to 500. Jack it up to 40.000.
 
Keep following the instructions about how to setup the lights and other bits. Nothing changes there.
                                  
 
Next use MDLops to compile your model to ASCII. Use NWmax to import.
 
To setup a good shot of the character:
1. First, make a big box that surrounds the model.
2. Turn the box into an Editable Poly (for example, the right-click menu has "Convert To..."->"Editable Poly").
3. Chamfer the ceiling and floor edges in the back.
4. Delete the front and sides of the box.
5. Change the selection to "Select by Element" and click on the box.
6. Then use the Flip button. Now all of the faces face inwards.
7. With all the faces still selected, scroll down to smoothing options. Click on autosmooth. Deselect the faces.
 
Now you can open the Material editor (M-key). Change any slot from the Standard material to Arch&Design.
 
In the options of this material, there is a drop down list. Pick 'Pearl Finish'. Apply this material to the chamfer 'box' background.

 

Add in some lights (3 to 4 lights works best).

 

3 to 4 spotlights work best; only one of them casts shadows. Depending on the model, Shadowmap ( soft-edged shadows) or RayTraced Shadows ( hard crisp edges) work best for your render.
 

Example screenshots for the spotlights:

Spoiler

                                  
 
This is how my scene looks like:
Spoiler

 
View of the material thingy I talked about:
Spoiler

 
Getting the shot:
1. Select any viewport, just click on it.
2. Hit the P-key to change it to an Perspective 3D view. Move around the view until you get the view/shot/look of the character you want.
3. Hit Ctrl+C to create a camera, followed by Shift+F.
 
This will set the Safe Frame. The view port now has the same size and dimensions as what your rendered image will be.
 
If that is set at 800x600, the view will now look like that. If it is set at 1024x1024, the viewport will now be square. You can further tweak the camera, even move it around in the other viewports. You'll see the changes in the 3D viewport instantly.
 
To get the same camera setup I used (to get a look that closely resembles the game portraits), set the camera like this:
Lens: 43 - 44 ( a value in between)
FOV: 45.00
 
These are the only options you will need to tweak a little sometimes. It depends on the pose and look of the character. Notice that in the example screenshots of my scenes, the camera is really close to the character.

 

Example screenshots:

Spoiler

Remember, just like the meshes, you can move the camera object and it's target with the move and rotate tool. Like this you can really capture the perfect shot.

                                  
 
For the skins of the character I just use the Standard material (all of the character textures will be in at least one slot in the Material Editor, though a different one than the one we used earlier). I drop the skin into the Diffuse slot, as well as the Spec Color, Spec level, Glossiness, and Bump slots.
 
Then I can play around with the specular values and the glossiness. For human skin I mostly go for Spec 55 and Gloss 35. For the Bump slot, I scale back to 15 or 5.
 
After all of this, you can render a shot using the Render menu.
 
Notes:
You can play around with the values, it just depends on what you want. Just experiment, do lots of little test renders. Best at 512x512 for example. Quick to do and you get a good idea on how the end result looks like.


Quanons Tutorial Thread.

09 April 2017 - 07:08 PM

Hello, fellow modders!

 

I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games.

Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version.

 

As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. 

I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot.

And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-)

 

I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results.

So on wards to my first tutorial for this thread.

 

Creating a sword model:
 

Part I

 

 

Part II

 

 

Part III
 

https://youtu.be/lHiC3MQBJLk


Quanons Tutorial Thread.

09 April 2017 - 07:07 PM

Hello, fellow modders!

 

I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games.

Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version.

 

As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. 

I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot.

And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-)

 

I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results.

So on wards to my first tutorial for this thread.

 

Creating a sword model:
 

Part I

 

 

Part II

 

 

Part III
 

Next release.