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Everything posted by Alan The Magic Goose
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We have liftoff. We did it ladies and gentlemen. Ring the bell. I'm every woman. It's all in me. Confirmed. Anything you want done baby, I do it naturally. So now to get this into game I'm assuming I need to delete unused textures and from there I'm totally clueless.
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SKIN:Ice Eclipse power textures
Alan The Magic Goose replied to Alan The Magic Goose's topic in Mod Releases
Thanks, guys! I'll be updating in the future when I figure out how some of the other textures work and doing resizes and the like. -
You might be able to help me then. I actually already did the UV unwrapping in Maya. But I'm totally clueless as to bringing up those UVs in Max. Google seems equally clueless. Edit: UV Islands are right, but now I have no idea how to get my material to display. Also I have leftover Head Material in the scene. Do I need that?
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Managed to manually weight vert by vert. Which wasn't as bad as I thought it would be. (Thank goodness for low poly meshes.) The deformation is pretty much game quality. And 4 influences per vert max though most have no more than 2 influences. Now I just need to figure out how to get my UVs to work. Haha
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So this is where I left off last night. Got all the bones working properly and the deformation is better. But this is where I am now, envelopes only take me so far. I need certain separate pieces to contain only one influence. (i.e. the claws and collar pieces). It's actually not as bad as I make it sound, but I do have a strong learning curve to new 3D stuff. Edit: fixed it: To all wayfaring googlers, after selecting the mesh, edit the capsules to fit about right and then under weight properties turn the Abs. Effect up to 1.0 Here's a peak at the now single weighted claws: Update 2: This is how I feel now. Haha So as you can see the main deformation zones are the limbs and the pelvis. Currently, I'm figuring out how to change the influences. The feet and claws look fine for the most part. But once I got that then I can get the textures linked and we'll be good to go.
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So I will admit that my progress has been slow. I did manage to bind the skin only to the _g suffix bones. Now the distortion is much better. There still seems to be something pulling the fingers on the stage-right hand. Any idea on how to view influences in window? Honestly once I've figured this out once, I can do it as many times as I need to for future mods so I'm enjoying the learning experience. I may turn my sights to Mandalore and G0-T0 next. Though I'm open to suggestions. #soclose #nevergonnagiveyouup
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Ice Eclipse power textures View File These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better. Submitter Alan The Magic Goose Submitted 08/27/2017 Category Skins TSLRCM Compatible
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Thanks so much for pointing that out. I'll do my best to fix it. As is, I'm just struggling to select the right bones even from the hierarchy. Haha But I'll get that sorted out right away and post some progress shots. In Maya, typically when you skin, it's weighted to nearest neighbor, and you're able to group your mesh and select your root joints in two clicks, and you're ready to go. Max seems to be a slightly different process that's a little more involved. Furthermore, (this is just a side question) but does anyone know where the tga files are kept for the various clothes in game? While I'm not working on this, I'd like to see about doing some touchups if at all possible. Or are they grouped with the individual meshes somewhere?
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Here's a drive download of the 3Ds Max file. So the alpha channel would be used for that in the TGA file? I'll do that once the texture is totally finished. I'd like some more input from anyone interested before I commit to it. The leg decal has since been removed. But this is the clearest view of default lighting. ^The texture maps for anyone looking to add some input.
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So this is my current nightmare. The mesh is skinned but there's some sort of unseen influence in the scene causing weird distortion right off the bat. I can't even do the skinning in Maya because of the FBX data loss. :| So, this may be the longest step for me. Don't laugh, haha. I'm still going through the linked tutorials, but I definitely have a slow learning curve. Especially when what I want to do should take about 10 minutes but everyone takes 45 minutes to explain. Haha. Also, I have no idea how materials work. So I'm wondering if they need to be baked to the mesh before using MDLops? And how do spec maps in the game? Is black or white the spec value?
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Version 1.03
893 downloads
These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better. -
I am familiar with skinning, mainly through Maya. I've done numerous rigs including IK, HK, Blendshapes, Control Groups, etc. I was just confused if the game reads skinning through the volumes (as some have indicated) or through the bones that I'm seeing in the mesh? I do appreciate the link still, as I am pretty unknowledgeable, admittedly, in Max. So I'll check that out tonight and keep working on the skinning. Additionally, I have some VFX textures available on Nexus if anyone's interested: Also, does this site only support Jpeg as images that can be embedded? Or does PNG work as well? I'm kind of confused. I spent about 20 minutes on my last post only to have to end up editing it to what you see because it doesn't allow one or the other. Haha.
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Battle For the Defender ?
Alan The Magic Goose replied to TheRealDarthRevan's topic in Work In Progress
I do 3D stuff. That's all I'm good for. Abuse me. -
Sorry for the late update, I just wanted to say thanks for all the help you guys have given so far. A lot of your suggestions have big a huge help in what is a relatively new modding experience for me. ---------------------------------------------------- ---------------------------------------------------- ---------------------------------------------------- Check out my imgur documenting my workflow up to this post. http://imgur.com/a/MYrsG http://i.imgur.com/cA08DNN.jpg ^^ And here we finally are, the skinning process of Max. (Thanks for the script link, by the way, worked like a charm.) I must confess, I'm totally clueless here. I was looking into voxel skinning. But if someone has some insight into how this whole skinning process works, I'm interested to learn. I do see that the bodies do contain some bones. Would I just skin to these bones? Or is it as it looks and you somehow skin by voxel? We're finally here ladies and gentlemen. I'm excited to see this finally game ready soon.
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I think if getting a camera to move within the game engine is hard to do due to no 3D tweening, maybe less is more. While I personally think your current camera showcase looks fine, I don't think it would hurt to consider maybe picking specific wide angle shots and just do carefull track and pans. But I'm excited to see what the final result will be.
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Where are these scripts? Or are you referring to the import scripts? I found that many of the scripts for Max importing are outdated or no longer supported by current versions of Max. So reluctantly I imported to Blender then exported as an FBX. There's a lot of data there so it takes a minute to compute that. And I was thinking about just having this set be a Visas robes replacement, though we'll see if that's desirable or maybe someone with some know-how might be able to show me how to make it a quest. And I'd rather not do the disguise if I can help it. Haha. So versus an option like a Kreia's Assorted Robes option with variations of this set? If that's the preference I can do a simple replacement no problemo. So, you mean as a random item for Visas or as a separate armor class usable for females? I'm kind of confused on that. Thanks! I'd agree, it could use more gold. I'm having a hard time of identifying where though. Any suggestions, and feel free to draw on my screenshots if it helps. I'm done working on it for today, but hopefully by Saturday or Sunday, we may be able to start game testing.
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Honestly, I think conforming like a border fit is unnecessary. I'd think that a solid block (which should be easier) would actually be just as satisfactory. And just because at this point, such a mod would be a novelty, I doubt you'd get a lot of flak for even just omitting any sort of additional scene elements.
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So, I worked on the textures for almost the whole day. But here we got some of the results. Also, I'm planning on releasing this with either the 2k textures or a reduced size version to about 25%. But I'll definitely do more than just a simple resize. So the fine details, even when they are reduced will hopefully still be readable. So when it's resized you should be able to visually infer the information in the lower resolution. I did the Normals, AO, and cavity maps in Zbrush, thankfully it wasn't a long computation for the most part _____________________________________________________________________________________________________________________ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, the metal stands out now but still fits the brownish metal that I wanted earlier. I haven't quite gotten to the straps, but I was thinking about doing it as separate meshes. Thoughts? So the black parts have a velvet look and the red has a highly textu
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Here's a thought though, would it be possible to use a 2d plane that only exists in the scene? So for example, when the game loads the 3d scene, you've got an additional piece of geometry that's scaled to fit as a feathered semi transparent black image behind the menu text. Like I said, I genuinely think it's fine as is. Even with the business of it. Busy doesn't mean bad imo, it just means busy. As long as the business is organized or structured enough that the eye can jump to the elements that it wants to, it generally is pleasant to look at.
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I genuinely like them with the busy backgrounds. If you can add a vignette similar to the effect of Kreia's force bond communications I think that would sort out most people's complaints. It's not that it's too busy, that's disingenuous, I think that the problem is that the text can get lost very easily depending on the location. But, like all great works of art, there are more than one way to skin a cat. You could also try repositioning the camera to get the text to overlay a darker color, then it will be more visible. Or, even change the text color. I personally don't spend all day at the menu, but having these full animated scenes in the background immediately throw you into an immersive mentality.
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So before anyone panics, this isn't the final texture or anything close to it. I wanted to see what the distortion would be looking like. So ultimately I may I need to reimport to Zbrush to get the AO effect that I want unless I can manage to make it work in Substance. Though I never really used it for embellishments like this. So, as I've said, the red parts will be raised as if they were fabric laid over the top of the black. I also downloaded some brushes to help with wear and tear. I took some screens just to show the effect, but in Substance is where I'll be painting all the metal. The fingers don't look too bad for like a 30 second brush job. But the actual hand plate is pretty weak. Thankfully I'm not worrying about it now. The gloves on the other hand look pretty close to what I actually want. I may do some texturing on the fingertips to give it a sort of basketball bumpy texture and I'm thinking black? Any tips on how to add spoilers to a post by the way? I'd prefer not to have these long scrolling posts. Also, I use Illustrator really just for clothing. It's because my tablet has a slight latency. It's pretty gross. So with Illustrator I have greater control and the crisp lines I feel look better. Ultimately it looks better and saves time.
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So I won't lie, I panicked after I read the caution about the UV Islands, but then I checked them and I realized that I already separated them according to body parts. In hindsight, it might have made sense to split the UVs to top half of body and bottom half. But as is I don't think it will be noticeable once the islands are split to separate mesh components. But I did manage to do an normal sculpt (I don't know if the game uses normals or just diffuse and spec maps) that could also be altered for diffuse details. So the preliminary textures are done. Just need to port them over to Illustrator for redoing. I do believe that the hardest part may be the refining stage. I'm tempted to just do a filter to get the highlights right such as an emboss layer effect in Photoshop. But I may hand paint it in Substance. I don't know if there's a community standard on that. But ultimately I'm thinking the red bits should have a leather texture while the dark red (soon to be almost black) should have a more velvet texture. I'm open to suggestions. But currently, the model is looking about right. For anyone who's interested, the texture maps I'll make available here: http://i.imgur.com/1Vdq5UM.png http://i.imgur.com/TS2430Z.png The problems I'm forseeing could be in properly skinning and weighting the mesh. As I'm pretty clumsy in that regard. But if there's a method that is most agreeable for doing so in Maya, 3DsMax or (God help me) blender, then I'm willing to get schooled on some real world stuff. Also, is it necessary to bind the mesh to the animated volumes? I'm glad there's not a poly limit. I'll still try to reduce it by a couple hundred as best I can just for performance' sake.
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So I started working on a Visas Marr outfit. The idea is a very elegant, assassin. An arbiter of the lord of hunger. So I liked the Gold Motiff on her hood and wanted to expand it. So, working from a base mesh I did back in 2015 I was able to work down to about 1k triangles for the body. I'll probably modify that later and see how close we can get to 500. I still need to tweak the shoulders and get that padded shoulder look. Though I think that at rest, it will look better. This is the right height and centering for Visas approximately. She is UV'd, but that should make it easier for me as I move forward. I need to see the textures to know where I can get away with less polys. Clearly right now the curviest areas are the thighs, hips, butt and shoulders so taking out some density there would help. So this is just preliminary texturing. Just laying out the basic forms. When I export the texture maps to photoshop I like to go over these patterns in illustrator and make sure they're really clean before putting them into photoshop for additional texturing. So here's the process I'm working on: Finish preliminary texturing Illustrator Pattern Cleanup Photoshop aa and smoothing Substance painter shading and light baking Reworking triangles in Maya Additional texture cleanup Final tweaks Rigging and weighting. Now, I'm not sure, I could be totally wrong, but this is doable with the game, right? Otherwise, I'll just do this as a high poly art piece. In hindsight I should have asked first. :| http://jeromyperez.imgur.com/all/ Additionally check out my imgur for all the other textures I'm working on as I've got a hi resolution B4D4, Ithorians and FX that I've got anywhere from 100% to 50% done.
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Literally, first posters are the most sketchy crew on planet earth, but hey if this is still being worked on, I do 3D modeling and texturing. For what it's worth, I do a lot of work in Zbrush, Maya, 3D Coat for retopo, Substance Painter for Texturing, Photoshop for texture editing, and Marvelous Designer for clothing. I don't know if there's a poly limit for the KOTOR games but I'm so down for an epic collab. Break me in senpai.
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