Koru

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Koru last won the day on August 17 2020

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  1. Even if you're half-joking, please don't do that. It's really awful towards artists and a lot of people on there are opting out of posting model viewers because so many are getting their work stolen.
  2. It's more that the original heads are proportionally really big, actually. Bastila here is pretty much exactly 7 heads tall, while the vanilla heads have the characters at between 6 and 6.5 heads tall due to the size of the head, which reads visually as a shorter than average person. Superhero proportions would land at 8 heads tall.
  3. Thanks guys. Some very early tests on Bastila and trying to wrestle against the often unflattering eyelid animations, vanilla hair for a placeholder. edit: 2nd pass on her head model, adjusted a lot of things and corrected eyelids.
  4. Update: Looks like converting with MDLedit instead of MDLops and checking that all my meshes are under 16 bones each seems to have worked. In case anyone else comes around with the same issue one day, this is what solved it for me.
  5. I'm running into some wild issues with custom meshes exported out of 3ds max 2019 with Kotormax (set to geometry only) and converted with MDLOps. Totally at my wit's end on how to deal with it, cross-referenced an unedited vanilla model that exports back in without issue aside from a misplaced thumb. I've followed the scene structure, naming conventions, trimesh settings and skinning with as much precision as I can double and triple check, and yet: The arms get mega distorted and the right foot disappears into the ground. I've exhausted my googling skills and definitely need help figuring this out. Curiously, the torso and legs are totally fine, the distortion starts immediately where the arm mesh cut-off happens, and on the right foot, for some reason. What I've done: Modeling and asset management done in 3ds Max 2019. Worked from the vanilla model converted to Ascii via MDLOps and imported via Kotormax set to Geo only. Skin wrapped modified mesh to vanilla mesh, bone limit per vertex set to 4, no zero vertices. Trimesh settings reproduced 1:1 from vanilla. Naming conventions checked - torso, armL and armR. Model is split up accordingly. Tried different configurations of model splitting (including splitting up boots), naming and parenting with no success, just differently messed up models. Split boots parented to the Shin bone weirdly stopped the foot from wigging out, but had a gap between the boot and the body. Tried bringing my edited model into the Supermodel source and skinning it there and exporting from that directly. Same issue. Supermodel is correct, cross-referenced. Tried exporting with other supermodel settings and they also come out distorted, but slightly differently. Meshes are set to Editable Mesh. Xform is applied before skinning. Also tried Kotormax's shortcut. Exported as Geometry only. Tried Geo + Anim with no difference. Converted back to MDL/MDX via MDLOps. I also tried re-converting this back to Ascii, loaded it back in to check for bone distortion in the file itself, and it looks perfectly fine. Interestingly, pivoting the meshes seems to drastically change the bug-out behavior, including a fascinating case where the outfit and surrounding characters' heads turned invisible, with translucent flickering. So, I'm left with a few potential conclusions: -Kotormax might have an issue exporting body models out of 3dsMax 2019. I couldn't find if it's been tested or not. Orientation numbers on the skinned meshes in the Ascii data looked different from vanilla, but I really couldn't tell for sure. Raw MDLOps conversion has an orientation value of -0 -0 1 3.14159, while Kotormax export has 0.0 0.0 1.0 -1.73776e-07. This is the only real difference I was able to glean. -Maybe messing with vertex count and cutting into geometry on existing models upsets the game for some reason, even though the MDX is there and supermodel assigned. -Maybe MDLOps busts the skeleton in the conversion process somehow? -Or am I just totally missing something stupidly obvious here? If any of the folks working on these tools want to try and troubleshoot, I'll gladly send my files to you, just say the word.
  6. Hi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.