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Status Updates posted by Stormie97
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"Patience is bitter, but its fruits are sweet."
- Jean-Jacques Rousseau (18th century philosopher)
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High quality Rodian in-game test
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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?
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Seagulls.
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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.
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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.
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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.
Now I'm off to work on the body model. Until then, here are a few other angles (diffuse texture only):
And, as always, critique and feedback are very much welcome.
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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.
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.
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Sneaky Peaky Three
SpoilerI'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.
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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.
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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.
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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.