• Content Count

  • Joined

  • Last visited

  • Days Won


Stormie97 last won the day on September 7 2020

Stormie97 had the most liked content!

Community Reputation

139 Jedi Grand Master


About Stormie97

  • Rank
    Jedi Padawan

Profile Information

  • Gender

Recent Profile Visitors

3,858 profile views
  1. I’m not sure what causes your black screens, but if you want to play K1 in high resolution, you should follow this tutorial. I also recommend installing these mods: HD icons HD Menus and UI High resolution menus Main Menu Widescreen Fix
  2. Sneaky peeky 🙂






    1. DarthParametric


      It's like the Star Wars upside down Forever Alone.

      Btw what's the poly budget? I'm thinking those brows should probably be geometry (at least partially) rather than normal mapped.

    2. Stormie97


      I'm exploring higher poly meshes here, so polycount will be anywhere between 2k and 5k probably. So I'll make most of it actual geometry, should be doable without going overboard. Especially considering that Duros heads don't move much, apart from their mouths.

      Edit: Maybe a lil' more than 5k, but I'm not worried too much about the polycount.

  3. Just for that I'm very much looking forward to this! Often times the dialogue options feel straight out of a Fallout New Vegas with low Intelligence playthrough
  4. Possible, yes. The most difficult part would be to get permission to port the actual models. I don't think the original author is active in the community anymore.
  5. Absolutely! First, you'll want to UV unwrap the head. I recommend watching this tutorial, it is for Blender but the underlying principles will apply for any 3D software. Once you have your UV layout nice and flat, you can start the texturing process. There are a few ways to go about this. You can either use real photographs of human faces and manipulate them to fit your UV layout. It's the kind of process that was used a lot for low-poly models from older generations of video games. You can also paint the textures by hand, which is my preferred way. It's not as daunting as it sounds, but I do recommend some sort of graphics tablet to make your life easier. I heavily recommend Substance Painter for this part, you can get it with a 30-days trial here. This software allows you to drag and drop pre-made materials and blend them together using masks. There are a lot of nice tutorials on Youtube for that. For 100% hand-painted textures, 3D-Coat is a nice alternative. I also recommend making a high-poly version of your model even if it's just the low-poly subdivided a few times, as long as it has the same proportions as the low-poly one. The high-poly will allow you to bake mesh maps such as the normal map, AO map, curvature map, etc. directly in Substance. KoTOR only uses diffuse maps (and technically normal maps, too) but you'll be able to overlay the details of the mesh maps on top of your layers in Substance. Alternatively, I've been playing around with SoMuchDiffuse, which is a plug-in material for Substance painter that directly integrates the detail from the mesh maps in a colour map, perfect for games like KoTOR or Dota, which it was developed for. It's not free however, but it only goes for USD25.
  6. Well basically when you take the bones together, they form a skeleton. A skeleton is then a set of primitive 3d objects, which are then animated. It's done that way because animating the models themselves would be tedious and you'd have to repeat the same steps for each model. Whereas by animating a common rig (skeleton), you can just fit your models around it and have them follow the movements of the rig. KoTOR is no exception. If comes with a couple limitations, for instance each mesh has a maximum bones limit of 16. If you take a look at the vanilla models, you'll notice that they are generally seperated in 3 parts: Left arm, Torso, Right arm. That's because of the 16 bones per mesh limit. So generally I'd advise you to split your models in a similar fashion. Second limit is four 4 bones weights per vertices ; in other words, any single vertex can't be influenced by more than 4 bones. Honestly this is a non-issue, at least for body and head models. Most of the time you'll be weighting your vertices with respect to 2 bones, sometimes 3 at max. But it's important to know. With that being said, if you acquire a 3d model online and it comes with it's own rig, I think it probably won't work within KoTOR, input from other modders in needed here. If that's the case you'd simply have to get rid of the skeleton it came with and rig the model with the KoTOR skeleton instead. It's not the most exciting part of bringing new models into the game, but it's necessary nonetheless. As I said, need confirmation from other modders on this.
  7. The engine can handle many more polys than the vanilla model do have. @DarthParametric knows the actual facts and figures better than I do. No idea about textures sizes, but generally you can get very good results using 2K textures, or even by downsampling to 1K. Depends on the size of the model I'd say. Recently Koru has shown some progress they've made on improving head models, it's looks really good. Personally I've been looking into remaking high-quality some body models but I'm not yet ready to show what I've come up with. Regarding taking models available online: well it depends. If you're looking at a particular model, you have to figure out: where does it come from? Has it been ripped from another game without specific consent of the game's studio? Or did an artist make it and publish it onlline? Is it available for sale or do you plan to rip from a platform like, let's say, Sketchfab? If it's available for sale, what's the user agreement that comes with it? Would the author agree to have it ported to KoTOR as a mod? If none of those apply, was the model published as a free resource?
  8. Well my work on the Leia head model hasn't seen much progress tbh. As for Ahsoka, I don't see her replace a particular NPC as it stands, however I might release the head model as a modder's resource if others are interested in replacing some NPCs with Togrutas. Good eye. I did use those as reference while I was crafting that thing.
  9. I think her likeness is pretty spot on. Her eyes have a lighter hue in the vanilla textures. Also her eyebrows normally have that stern, authoritarian and arrogant look to them. Other than that she looks fantastic!
  10. This one I've personally already done a while ago. These pieces are from artist Ryunaa on Tumblr, whom I already contacted a while ago to ask if it's okay that I create a new robes model based on her sketches. The model is finished, I just need to finish the textures. But I just keep getting carried away with new stuff, so I've got a bunch on my plate already at the moment. A few months ago I've also contacted Plasma et PreFXDesign on JKHub to port their Lobster Soldier models (armor + weapons) from The Last Jedi. I've pretty much ported everything already, I just need to figure out a few things, including how to create new enemies that'd wear that stuff and place them around in K2.
  11. Thank you. Yes I'm aware of it. It's not really a bug since everything is working as intended, it's just that the robes weren't designed with Togrutas in mind so the main lekku in the back ends up clipping with the hood. Anyway, I think I'll just have to include modified robe models in the final mod that would have flattened out hoods. They'll just replace the ones used by this head's appearance line, so other playable heads and NPCs will still have the regular robes. Seems like the simplest way to get rid of the problem. Well, doesn't that remind you of a certain companion? 😉
  12. Haven't posted here for a while, time for an update. Regarding my Ahsoka Tano mod I've posted about a few months ago, progress is good. The head is complete and working well in-game. I've also worked on her outfit of the S7 finale. While it is well under way, I need to finish painting the textures before moving on to skinning the model. Since the oufit seems to bear Mandalorian patterns, I think I'll make the outfit available in-game (probably technically working as a disguise) as a reward for completing the hand-to-hand combat challenge in the Mandalorian camp on Dxun or something like that. I don't want to release the head separately and then go back to update the file to include the outfit, but I'll drop a "beta" version of the mod containing just the head here. Feel free to report any bugs on this thread or by DM. Moving on, the other day I've posted a pic of a WIP model I'm working on. The idea behind it is to create all new models that'd replace the boring default commoner clothing for the PC. I'll create upgradable items with interesting stats to give the user an incentive to actually use the new clothing other than just the new aesthetic. While I've teased the male model the other day, the female version is actually pretty much done. I've literally spent dozens of hours working, scrapping and recreating the damn thing, but I've now come to something I'm very happy with. And here it is. But wait, you might be wondering.. ..and yes it do! Next step, finishing the male model!
  13. I'm back! A lil' sneak peak of what I'm working on at the moment (and will be releasing soon-ish)


    1. Show previous comments  8 more
    2. Stormie97


      Ah good to know. I'm trying to preserve that low-poly style from the vanilla games, but it's nice to know I can give my models a bit more oomph on the polycount. This one stands at a 2,000 polys, so it's actually kind of lightweight.

    3. DarthParametric


      Lol yeah that is nothing. The last few lightsaber hilts I made had twice that or more.

    4. Stormie97


      Finished the prequel-style belt, tried to keep a cohesive topology in the process. I added a pouch (just a small cube) to test out but didn't like how it looked so I'll keep it that way. Only have to texture it now.




  14. Pretty much. Using mods from the workshop alongside manually downloaded mods tends to create all sorts of issues. Here it looks like the model is the right one from my mod but the engine is using the wrong textures.