CarthOnasty

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Posts posted by CarthOnasty


  1. 1 minute ago, BearLesbian said:

    Works, thank you 👍 However, the head has no animations for some reason, so I'm gonna have to work on that now 

    One thing that I usually do is to grab the animation code from the decompiled file and save that separately. I'll then import the model into Blender, not including the animations, and then export without animations again. Then I'll copy/paste the animation code from before.


  2. On 2/10/2021 at 11:42 AM, DarthParametric said:

    Normal maps tend to be pretty anaemic so I'd probably lean towards actual geometry as much as possible. At least for the large details anyway. For example, if you want a crack, model in an actual cavity/split.

    Added in some beveling here and there. Model looks a lot better, but maaaaaaan these UV maps need some work now, hahaha.


  3. 38 minutes ago, DarthParametric said:

    Everything tends to turn to mush in Odyssey, so fine details don't really work well. You're going to have to supersize that sucker, a nice fat inch wide bevel. If you go with metal that will allow you to do some bare metal edge wear and use an envmap to get some edge highlights.

    Along the lines of envmaps, I was also considering throwing a bump map on it. Kind of give a corroded or broken effect in some areas.


  4. 12 hours ago, DarthParametric said:

    Looks a bit blotchy. Procedural? Is it meant to be metal or stone? I think it needs some edge wear. And the edges themselves could really do with a bevel.

    Awesome, thanks for the reply. Blotchy in regards to the "grungy" texture? As far as metal vs. stone, I'm kind of trying to bridge that. I guess original model is stone, but there seems to be metal pieces to it. Yeah, the edges look garbage in game. They have a slight bevel in the model, but it doesn't seem to carry over no matter how I export it. I might need to do that in max.


  5. Some update pics. I've been working on some new runes since aurebesh basically did not exist when these would have been built.

    622713333_ScreenShot2021-01-22at3_45_07PM.thumb.png.e7bfc4c70aeabd6b79348cb9e8387337.png

    I've also been playing around with the idea of adding some light to the base and then to the interior arms. I was thinking that'd work in the sense of "projecting" the actual map.

    1395182784_ScreenShot2021-01-22at3_47_38PM.thumb.png.3321807866ec80642110ace2370b2719.png

    1324973459_ScreenShot2021-01-22at3_48_15PM.thumb.png.386e99cdf37037758af9d382fecdabac.png


  6. @DarthParametric You seem to have the most experience with gmax as far as I know, wondering if you could help me with an issue?

    I had some wonky smoothgroups in gmax that I fixed but when I exported and imported into Blender, the smoothgroups were wonky again. Any idea why those weren't preserved?

    This was my process:
    1. Decompiling the model with MDLOps 1.0.2, I had Compute smoothgroup numbers and Weld model vertices (Remove doubles) selected.
    2. Import into gmax, default settings.
    3. Fixed wonky smoothgroups.
    4. Exported.
    5. Imported into Blender, had Import smooth groups selected.
    Smoothgroups wonky again. I tried deselecting Import smooth groups, but same result.

    Any ideas?


  7. On 12/18/2020 at 6:34 PM, Sith Holocron said:

    Hard to tell without seeing animated in the place where it's supposed to be. 

    Here's Dantooine and Tatooine:

     

    On 12/19/2020 at 9:26 AM, DarthVarkor said:

    I know this is all still work in progress, but I'm liking this new slightly different take on a Star Map. Been using your original mod for my previous films, hoping to use this new version for the final star map in my next one!

    Great! Thanks for grabbing the original too!

     

    On 12/19/2020 at 12:29 PM, Mephiles550 said:

    A NEW HAND TOUCHES THE STAR MAP

    Meridias_beacon.png

    This is pretty cool, what is this from?


  8. I've been playing around with adding some detail to the geometry of the piece:
    1511652762_ScreenShot2020-11-17at11_52_22AM.thumb.png.048d090e4b0547dfc219999e51a48356.png

    Gonna keep the star forge in my back pocket for something else. I feel as if it's too complex for something of this size actually. I know what I want to change about the base and the "orb", but anything I do with the legs has been kind of meh. Something will come to mind eventually I spose.

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