Stormie97

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Everything posted by Stormie97

  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
  14. 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.
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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!
  20. 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.
  21. 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? 😉
  22. 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! Ahsoka_beta.zip