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Found 4 results

  1. View File K1 Better Twi'lek Male Heads This mod intends to address key issues with male Twi'lek heads in KOTOR I, most notably the addition of ear geometry. Both the ear meshes and textures included in this mod are modified ports from SWTOR, which improve ear shape and texture quality. Additional improvements include better smoothing groups, non-clipping teeth and eyelids, and recolored tongues. There are two options for installation. Option A models feature "slim" necks, while Option B models retain unaltered "blubber" necks. I highly recommend the first option as it fixes clipping with heavy armor collars, but feel free to choose the second if you prefer that look. There are no other differences between the two. Given the frequency of Twi'lek NPCs, this mod is a nice visual improvement, and the addition of ear meshes keeps consistency with other head models in the game. There's also a KOTOR II version available here. Installation & Uninstallation To install this mod, drag the files from either the Option A folder or Option B folder to the Override folder located in your game's directory. Then, drag files from the Textures folder to the Override folder as well. If you're updating from an older version, make sure to delete any TGA and TXI files of the same names beforehand. Only place the twilek_m05 files in your Override folder if you have the KOTOR 1 Community Patch installed. Otherwise, they won't do anything. To uninstall this mod, delete the files from your game's Override folder. There's a list of files included in the download's readme.txt for reference. Compatibility & Known Issues This mod will not be compatible with any retextures for Twi'lek male heads. This mod is compatible with both the K1 Community Patch and K1 NPC Overhaul Mod. Either or both of those must be installed prior to installing this. This mod is incorporated into N-DReW's K1 Gameplay Improvement DEM, so separate installation is unnecessary. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc The GIMP Team, GIMP Autodesk, 3ds Max Darth Parametric, Upper teeth no-clip fix Thanks to Darth Parametric, ebmar, and JCarter426 for assisting in identifying issues and troubleshooting during the making of this mod. Major thanks to the KOTOR community for the passion and dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, EA, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must recieve my permission. This mod should only be found on Deadly Stream, no user may upload it to another modding site. Submitter Ashton Scorpius Submitted 01/17/2019 Category Mods K1R Compatible Yes  
  2. Version 1.3.2

    28,123 downloads

    This mod intends to address key issues with male Twi'lek heads in KOTOR I, most notably the addition of ear geometry. Both the ear meshes and textures included in this mod are modified ports from SWTOR, which improve ear shape and texture quality. Additional improvements include better smoothing groups, non-clipping teeth and eyelids, and recolored tongues. There are two options for installation. Option A models feature "slim" necks, while Option B models retain unaltered "blubber" necks. I highly recommend the first option as it fixes clipping with heavy armor collars, but feel free to choose the second if you prefer that look. There are no other differences between the two. Given the frequency of Twi'lek NPCs, this mod is a nice visual improvement, and the addition of ear meshes keeps consistency with other head models in the game. There's also a KOTOR II version available here. Installation & Uninstallation To install this mod, drag the files from either the Option A folder or Option B folder to the Override folder located in your game's directory. Then, drag files from the Textures folder to the Override folder as well. If you're updating from an older version, make sure to delete any TGA and TXI files of the same names beforehand. Only place the twilek_m05 files in your Override folder if you have the KOTOR 1 Community Patch installed. Otherwise, they won't do anything. To uninstall this mod, delete the files from your game's Override folder. There's a list of files included in the download's readme.txt for reference. Compatibility & Known Issues This mod will not be compatible with any retextures for Twi'lek male heads. This mod is compatible with both the K1 Community Patch and K1 NPC Overhaul Mod. Either or both of those must be installed prior to installing this. This mod is incorporated into N-DReW's K1 Gameplay Improvement DEM, so separate installation is unnecessary. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc The GIMP Team, GIMP Autodesk, 3ds Max Darth Parametric, Upper teeth no-clip fix Thanks to Darth Parametric, ebmar, and JCarter426 for assisting in identifying issues and troubleshooting during the making of this mod. Major thanks to the KOTOR community for the passion and dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, EA, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must recieve my permission. This mod should only be found on Deadly Stream, no user may upload it to another modding site.
  3. Hi all, I've recently decided to take a crack at modding Kotor, and upgrade from texture editing to meshes. I've done quite a bit of research on the topic but most forum posts are over a decade old! I was wondering what tools people are using nowadays. I know of the Kotor Tool (amazing btw) and after extraction the files come in .mdx and .mdl formats. From what I gather, 3d information is in the .mdx, I have no idea what the .mdl has... How do I convert to .obj or some other workable format? Milkshape does not recognise KOTOR models, only World of Warcraft... I'm familiar with Maya, so I can't import directly (as far as I know). How do I export back? Does it go in the override folder? Can I even mod PC Heads or am I just wasting time? Looking forward to some replies! -Weiss
  4. 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.