Emperor Turnip

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Posts posted by Emperor Turnip


  1. Hey all! Just about finished the base model for a Visas update I plan on finishing. Next step is to bake a normal, optimize my poly count, and then hand paint some textures! I'm thinking a stylized look will age better than attempting realism. Does anyone know what the limitations on poly count are for KOTOR 2? Id like to take this on down to around 2k.

    Visas_High_Poly.jpg

    Obviously I gotta do the arms and head next too* Forgot to add that part xD

    • Like 1

  2. I'm beginning to see that, haha. That said, I've taken some time to rework the Vibrosword just to get a good grasp on how 3DS handles unwraps. A whole day later, and a much cleaner (tm) model, and I can now get back to painting on UV maps again, lol. What a process. Are you aware of how I might be able to tell what each .mdl file is without having to extract, convert, then open every single one?


  3. Alright sweet. I'm about 9 hours of modeling tutorial deep for the last 2 days, haven't got as far as how 3ds looks compared to the work I've done in PS. So I guess time will tell. Thanks again :)

    Hmm. Cant seem to figure out how to unwrap all of the elements onto 1 UV map. It keeps trying to unwrap individual pieces

    1 hour ago, DarthParametric said:

    Whatever program you want. Whatever you are comfortable with and does the job. Like I said, the specific program doesn't really matter as long as the game gets what it needs. Photoshop (or Gimp) would be the traditional route, but these days there are any number of commercial and free programs that are either dedicated texture painters, or incorporate texture painting as a sideline. If you can do 3D painting in Max, or Blender, or whatever, then that's fine as long as it spits out a texture at the end.

    Do you happen to know the correct way to unwrap all of the UVs to one Image file from a model in 3dsMax? It seems to only let me add the Unwrap UVW modifier to each section (Head, Torso etc) of the model seperately


  4. 1 hour ago, DarthParametric said:

    All game models use tris. In fact everything that uses polygons uses tris. Any n-gon you see is just a bunch of tris with the edges hidden.

    All meshes will automatically be triangulated when they are compiled, but due to the way some modelling programs handle mapping UV verts to geometry verts, you typically should triangulate yourself before export to avoid potential texture anomalies. It's probably not overly likely when going from Max to KOTOR, since the engine was built around that workflow, but it's definitely a problem that happens when going from Max to other programs, so it's a good habit to get into.

    You can easily triangulate by changing the mesh to an Editable Poly (or adding an Edit Poly modifier), going into vertex mode, selecting all (Ctrl-A) and hitting the Connect button.

    Thanks so much for the response. I don't mind taking the time to triangulate the models myself after the main work is done. Would you also happen to know if I use 3dsMax to texture this model, would there be any issues around that? I dont mind hand painting them in PS again, but why do that if I don't have to, right?


  5. Hi there! I'm back from a long hiatus to make the leap from the texture mods I've done to models as well. Currently looking at the Peragus mining droids. (I think that whole section of the game could be made less of a burden to play through). I'm using 3dsMax as my platform of choice, and would like to know how the game handles Quads. I see that the current models are built around triangle polygons, unlike the current quads with triangulation underneath. Will modelling with quads become an issue in game? I may take a swing at high poly characters/heads if this works well. 

    • Like 2

  6. I've been working on remodeling droids on Peragus in 3dsMax. Have you determined if you can use your own rigs for animations? Or would I be stuck just building around the "bones" that the original models have. Thanks for any info! Love your work, and great to see there are still ambitious modders out there

    • Like 1

  7. This is incorrect. The engine does support tangent space normal maps. What the community currently lacks is a tool to convert them to a game-usable format. That will change in the near future however.

     

     

    What format can the game use?

     

    I have been working on several texture updates and only seem to have found the .txi commads "islightmap 1" and "isbumpmap 1" to have any effect on rendering.


  8. Adding the line "compresstexture 0" to the txi for your boxes may stop the game from auto scaling the textures down to that grainy 1024x1024. Seems to have worked on my latest creature textures, but it's honestly difficult to tell the exact difference on those smaller models at the moment. I'll confirm later if this works, but just passing it along.