Stormie97

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Stormie97 last won the day on March 18

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170 Jedi Grand Master

About Stormie97

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  1. Welp someone seems to REALLY REALLY dislike my Juhani mod as well as anyone who dares like it.

    why_tho.thumb.jpg.a8e2a9477ef5fac57bcc425d59ccd630.jpg

    1. jc2

      jc2

      Haters gonna hate. . .

    2. Thor110

      Thor110

      Maybe people like Juhani and her massive chin and strange outfit.

      I'll admit I didn't think much of your mod when seeing it, but I never really liked Juhani to begin with.

      The amount of interactions around here doesn't seem to be based on much more than chance anyway coupled with regulars.

      You do only have a sample of 9 people though... or am I missing something.

    3. Malkior

      Malkior

      It's counterintuitive to just downvote something without giving reasons for the criticism. 

      Clearly some people dislike the mod on a fundamental level, so I'd personally like to know why.

  2. It's definitely finicky. I'd gladly take a look at it if needed, you can send me the file by PM.
  3. The lowest loop of vertices that connect the head to the body need a weighting of 1 with respect to the necklwr_g bone. The second row of vertices from the bottom will then blend the weight of necklwr_g with neck_g (I just do 0.5/0.5) and then the third loop can finish the blending by applying a weight of around 0.1 - 0.2 for necklwr_g. So it seems you need to play around with the blending a bit. Adding an additional loop at that area can help as well.
  4. While less fancy, I'd just assign the head to a companion, either via KSE, editing appearance.2da or creating a disguise item, and go through conversation options with them. Generally when something is wrong with your weights it's quickly noticeable. Granted, you won't really get any extreme animations to test your skinning, but player heads rarely move much anyway.
  5. It's a small, but really nice addition to every startup! Think you could do the same for the Bioware one?
  6. Duros Rework in-game preview

    It's alive!

    What you're seeing is V3 of my Duros head. I've tweaked pretty much everything, multiple times. The head is pretty much done now, all I need to do is create the three texture variations, as well as incorporate any advice or feedback I'll get from now on.

    versions_compar.thumb.jpg.15b717fc35ec90c4c6fd4cff0bfd9fdf.jpg

    Now I'm off to work on the body model. Until then, here are a few other angles (diffuse texture only):

    Spoiler

    v3preview.thumb.jpg.fbf64bd47973186e5b22a2a9611f0146.jpgv3preview02.thumb.jpg.a1a0aac36a474346d9f0417b7fd11aa2.jpgv3preview03.thumb.jpg.3b83f666df4cc04263d9c440452fefd9.jpg

    And, as always, critique and feedback are very much welcome.

    1. Malkior

      Malkior

      There is honestly very little I would do aside from maybe accentuating the wrinkles near his eyes and down the sides of his face like this.

       

      See the source image

      However, that could be achieved with the texture just as easily.

       

      The head is the perfect shape, and the mouth is just the right level of pouched. 

      As an aside, I love that you used Trask as your test character. For some reason, it's entertaining to hear his lines coming from that face.

  7. Yes that’s to be expected. The outfit is assigned to column J in the appearance.2da file. I added it to all vanilla playable heads and companions, but as you can imagine, I can’t implement the outfit for custom appearances a priori. However, you can perform that edit yourself, it’s as simple as filling in a cell in a spreadsheet. Open your appearance.2da file from your Override folder using KoTOR Tool, navigate to the line that contains your custom head, then scroll to the right until you reach column J. Simply add the name of my model to both cells (model and texture), for that you may just copy the name I used in the default appearances. Save the file and you’re done. This can be done for any custom head. Just mind the gender as the female and male models have slightly different names.
  8. Eh, I remember that one of the first posts on this site was to request someone to port a model of ROTJ Luke Skywalker that was posted on jkhub.org. That request wasn’t answered so I decided to go ahead and give it a try with zero knowledge of 3D. After multiple failed attempts, I eventually succeeded and proudly released my first mod ever. In doing so I discovered a passion for 3D and made it one of my favourite hobbies. I made a huge amount of progress in those last two years or so. Granted I release something only whenever a unicorn gets sacrified, but that’s because I keep improving my workflow and technique and so previous projects become outdated. Anyhow I’ll always encourage people to have a go at it and I’d gladly point whoever asks towards some useful free resources that helped me learn 3D art from scratch. As for your request, I didn’t answer yet because I want to commit to finishing my current Duros overhaul mod (not forgetting all my RL responsibilities). Even then, I don’t want to make any promises or commitments, but if the mood strikes me, I’m leaving the door open to it.
  9. Sneaky Peaky Three

    Spoiler

    imageproxy.php?img=&key=dba823a22405d2caDuros_head_preview001.thumb.jpg.3b04f6deb6252d47185c7bec9362fa8b.jpg

    I've made good progress on the head. The shown texture is a quick and dirty, but promising job using SoMuchDiffuse, a really cool add-on shader for Substance painter. It's basically a bunch of materials that rely on baked lighting to produce a diffuse texture that looks almost PBR, making the normal map practically redundant. I'll also try to add some specularity later on to make the eyes and skin nice and shiny. Polycount is 3.5k triangles, but I still need to model the mouth interior, upper and lower teeth and the tongue.

    If this goes well I'd like to extend the project to other aliens species in K1 that have poorly aged. Might create a new WIP thread dedicated to this project. Next step, some in-game tests.

     

  10. Sneaky Peeky Two

    Spoiler

    Duros_WIP2alt.thumb.png.8cefd147c68ed672574b24506d8933dc.png

     

    1. Show previous comments  2 more
    2. Malkior

      Malkior

      Yep, the Rodian eyes don't even have a round eye surface. Don't get me started on the others like the Ithorians or Nikto as well.

    3. DarthParametric

      DarthParametric

      Separate head so it can use regular armour (albeit with hand surgery) or are you sticking with the fixed appearance of the originals?

    4. Stormie97

      Stormie97

      Separate head and torso. For me, it’s mostly about enhanced texture space. Not sure I’ll bother making a playable Duros myself (or armor wearing Duros NPCs) but I’m planning on releasing a modder’s ressource archive alongside with it, with everything needed for textures and such.

  11. 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
  12. Sneaky peeky 🙂

     

    Spoiler

    Duros_WIP.thumb.jpg.3c20abe8cb1cdd750de80d7e2638be50.jpg

    WIP

     

    1. DarthParametric

      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

      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.

  13. 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