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Showing content with the highest reputation on 08/24/2020 in all areas

  1. 2 points
    When Robert Pattinson was announced as Batman, I had my doubts (but after the controversy surrounding Heath Ledger's casting as The Joker for TDK and how wrong everyone turned out to be I decided to wait and see), but god damn this looks excellent so far:
  2. 1 point
    Progress has been going somewhat slow but still steady lately. But I figured I might as well show some of the stuff that has happened. Let's start with the full quality Coruscant skybox, shown here as part of the Coruscant mod, but it's the same that's also used in vanilla: Next up we have one of the three Korriban skyboxes used in BoS:SR. This one is the same as the TSL Korriban skybox. One of the others is the K1 vanilla Korriban skybox and the last one is unique to BoS:SR but I haven't started that one yet. And finally a screenshot of what I'm currently working on (apart from rendering the TSL skyboxes): BoS:SR Taris The lighting of all these layers doesn't quite match yet but I'm getting there. And as a final note for today: I'm pretty sure that I want to make skyboxes for Yavin IV and Ord Mantell. But I have to look at their modules first to see if that's possible with the quality goal I have in mind. If it is, both of them shouldn't take very long.
  3. 1 point
    [Update: 08/24/2020] Development still going for v1.2.0. So stuffs been changed quite a lot lately. And for a quick brief -- the setup that's in the post above/[Update: 11/25/2018] has one big flaw [from what I see], that any creatures rendered behind the monitor will be invisible. I can't figure out how to fix that using texture-shaders or any degree of alpha-masking -- even using every value of # alphablending with the TXI [and all possible parameters] doesn't seem to helped. I can't/won't go on with that cons, and this is where the new update plays it part. What's new in the upcoming version? Now, creatures are rendered as well as the ships behind. With this one I had to edit the model, and separate the monitor's mesh with the panel. The monitor then will have blending additive which makes it possible for proper behind-objects rendering [with trade of glow-overlay, but I guess it wouldn't hurt. Intended to have as a matter of fact], and then the panel can have its shiny parts. The looks also been changed as we can see -- new face for the animated-monitor as well as the panel. One may have guessed where did I get the idea of the monitor's from, hahah. Yeah, that's right -- Peragus' medical one. I'm looking to fit the monitor with the frame [though I didn't really bothered with it -- I mean, it could have just been projected with the panel, right? Hence the floating. 😛]. But with my skillset right now, I wasn't sure -- we'll see. As for overall looks I think I'm confident to go with it. Still, can't say this one's a final -- subject's still prone to changes.
  4. 1 point
    It's more that the original heads are proportionally really big, actually. Bastila here is pretty much exactly 7 heads tall, while the vanilla heads have the characters at between 6 and 6.5 heads tall due to the size of the head, which reads visually as a shorter than average person. Superhero proportions would land at 8 heads tall.
  5. 1 point
    Yes, absolutely. It gives a bit of an exclusive touch to the uppercity. As you see in earlier posted pics, i try to give every area a unique look, which may differ greatly even on the same planet. In Vanilla, everything is too conform to the point you dont really feel much of a difference.
  6. 1 point
    Not crazy about Mike Wilson's head for Bastila but the outfit is on point.
  7. 1 point
    Thanks guys, glad you like my work!😀 Means a lot to me also for keeping spirits high to go through the non-fun stuff like redrawing textures. About Telos i still seeking inspiration regarding especially the lower & undercity / Daviks Estate. The Upper Apartments are almost done though: I know the door is a tad too clean, but the texture model is totally messed up, so i cant promise to change it:
  8. 1 point
    I think I am in love. This just looks so damn beautiful. Makes me hope for sort of a remaster project with these kinds of assets. It would be easier if we all knew how to port models, everyone could work on a limited number of models and we could all finish it together. I know it is never going to happen, but a man can hope.
  9. 1 point
    I'm back! A lil' sneak peak of what I'm working on at the moment (and will be releasing soon-ish)
  10. 0 points
    Here some updated screenshots - its amazes me how much graphical improvement can be made with texturing alone, although adding custom lightmaps is something thats hopefully is doable later, too. Recently created highly detailed heightmaps for a realistic look on (uneven) surfaces: Vanilla texture: recreated tex: Ingame: primarily used on Korriban: misc planets: Please give me a short feedback whether you like/dislike the new look and why.