Stormie97

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Status Updates posted by Stormie97

  1. "Patience is bitter, but its fruits are sweet."

    - Jean-Jacques Rousseau (18th century philosopher)

    1. DarthParametric

      DarthParametric

      Don't eat the leaves, got it.

  2. High quality Rodian in-game test

     

    1. Show previous comments  1 more
    2. Stormie97

      Stormie97

      Thanks for the feedback, always appreciated.

      The antenna cups in the vanilla model are actually animated using dedicated bones. Since I went with the regular human rig with this one, I don't have that option available. I did apply your suggestion to make them danglymeshes (as well as the spikes) to give them a bit more life.

      The eye cubemap is indeed custom. It's my first time playing around with it and it's hard to gauge how it's going to look applied on a half-sphere. I've reduced the number of lights, it looks a bit more like the movies now.

      I don't see a shading issue on the lips, maybe it's the bump and specmap that leave that impression?

      542428168_StarWarsKnightsOfTheOldRepublicScreenshot2022_12.27-15_15_16_30.png.89690e2db6437d2cacfe6e9607686b5b.png

      1151608967_StarWarsKnightsOfTheOldRepublicScreenshot2022_12.27-15_15_33_41.png.50e38411bf5a51a96ce98869a33abc23.png

      1517869535_StarWarsKnightsOfTheOldRepublicScreenshot2022_12.27-15_15_56_02.png.d1d9aab06f3e2d2df575cbb28956c577.png

    3. DarthParametric

      DarthParametric

      Oh it is only the "hair" that uses danglymeshes on the vanilla? Been a while since I looked at it. I know some of the TSL aliens have a few more flappy bits using danglymeshes.

      As to the mouth, it' hard to say without seeing it firsthand in-game.

    4. LDR

      LDR

      Is it just me, or does the head look a little disproportionately small on those long shots?

  3. Seagulls.

    vandar_sculpt.jpg.17b7e62484721508a50216b7df02b9c8.jpg

    vandar_sculpt02.jpg.e61b41e0ce0f7612291bb1c70c8bb6a7.jpg

    vandar_sculpt03.jpg.6deff48321423614cca4bc29607bf0bf.jpg

    1. Show previous comments  1 more
    2. DarthParametric

      DarthParametric

      Is that like a quintuple chin? Glorious.

    3. Effix

      Effix

      One day I was walkin' and I found this big log.
      And I rolled the log over and underneath was a tiny little stick,
      And I was like, "That log had a child".

    4. DarthTyren

      DarthTyren

      My stick is my friend born from a log.
      Everyone can see it's better than bacon.

  4. Sneaky Peeky Final

    Spoiler

    Clothing_preview003.thumb.jpg.f7d3dab222246ffd6faf4f9a75ef58ec.jpg

    Coming soon: a new WiP thread showcasing my upcoming Duros replacer and more

    1. Show previous comments  1 more
    2. Stormie97

      Stormie97

      He'll be fine, I hear they have good prosthetics in the Star Wars universe.

    3. DarthParametric

      DarthParametric

      Lol, not quite what I meant. I was referring to Odyssey trashing all your hard work with it's broken mip implementation.

    4. Stormie97

      Stormie97

      Ah I see. Well the point of the high poly sculpt here is to bake all those details into the diffuse texture of the low-poly in-game model, using Substance Painter's Baked Lighting Filter (pretty awesome stuff). It worked quite well for the head so I don't expect too much ugly stuff for the body.

  5. 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.

  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. 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.

     

  8. 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.

  9. 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.

  10. I'm back! A lil' sneak peak of what I'm working on at the moment (and will be releasing soon-ish)

    Male_exile_sneakpeak.thumb.jpg.dfd3a353d8b30c85ddf0839d4e698758.jpg

    1. Show previous comments  8 more
    2. Stormie97

      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

      DarthParametric

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

    4. Stormie97

      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.

      Spoiler

      belt.thumb.jpg.20b12604da064a2efea358f0e7e273cb.jpgbeltcolor.thumb.jpg.244604e416c1bdf0a34e4ff980cf132f.jpg

       

  11. The Clone Wars ending is so good I might start doing a proper Ahsoka mod

    EDIT: Welp.

     

    text_stage3.jpg

    1. Show previous comments  3 more
    2. Stormie97

      Stormie97

      Thanks. I used Yuthura's head as a base and worked my way from there in order to get a sort of mix between KOTOR's style and the cartoon. I'll touch up the face a bit, too but I don't want to go overboard into the cartoonish look. This mod shows that the twilek face is actually a good base for Ahsoka, the texture job alone manages to convey her likeness.

    3. DarthParametric

      DarthParametric

      Probably a good strategy. I used the PFHA01/Luxa head as a basis for a Nautolan female head back in the pre-"porting is cool now" days and it was useful to get proportions and positioning lined up.

    4. Stormie97

      Stormie97

      Yes it does save a lot of headaches further down the road in regards of those two factors.

  12. Juhani Appearance Overhaul - coming soon to your Override folders.

    441270938_Juhanihead1.thumb.png.2a1893e99b2ab614ca224592eb9dfba3.png

    1. ebmar

      ebmar

      It looks promising! :cheers:

  13. Does anyone have any tutorials or recommended software (other than PS) for creating textures with the same style the Kotor games have? I'm creating textures for a new robes model but I struggle to get the same look as the existing in-game models.