sELFiNDUCEDcOMA 98 Posted June 13, 2014 Is there some rule written somewhere that you can't have both..? I personally prefer the red, black and chrome, as the other seemed to bland in a sense -- but that really depends upon context and how you modify that texture further, especially with specular. Quote Share this post Link to post Share on other sites
Malkior 476 Posted June 14, 2014 I actually think I like the colors shown in post 123 better than the one two posts up. Why should the bad guys be restricted to only black, greys, or red? Well put. Exar Kun is just one example of how Old Republic sith had colors ranging in the browns to greens (although some Sith Lords had purple coloring..) BTW, Isn't Galactus also purple-colored rather than red in many of his iterations? Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted June 14, 2014 I think my picture of Galactus IS purple but the lighting is poor. But enough of me highjacking this thread. . . Quote Share this post Link to post Share on other sites
Quanon 263 Posted June 16, 2014 I actually think I like the colors shown in post 123 better than the one two posts up. Why should the bad guys be restricted to only black, greys, or red? I think that the helmet seems a little closer to Galactus' helmet from the Marvel comics without the "horn" appendages . . . . . . but that's just my opinion. Is there some rule written somewhere that you can't have both..? I personally prefer the red, black and chrome, as the other seemed to bland in a sense -- but that really depends upon context and how you modify that texture further, especially with specular. No, no rule against doing 2 skin sets for an item. I'm liking the red one more for now. So that will get finished first. But I like the yellow copper tone to, but I'll get to that one later. I've got a good photoshop file, so altering the tints and some of the shapes shouldn't ask to much time. This is how things have progressed so far: Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted June 16, 2014 You're really taking the Knights of the Old Republic thing pretty literally huh? Quote Share this post Link to post Share on other sites
sELFiNDUCEDcOMA 98 Posted June 16, 2014 I think the new scheme is better; with the back texturing, I'd be tempted to change it slightly to something more darker so that the front faceplate really stands out more, maybe the lower back half. But in the end I think you should do what makes you happy, as I don't have the whole vision of what you intend it to look in the end . Quote Share this post Link to post Share on other sites
Zhaboka 91 Posted July 2, 2014 The little notches in the grays are legit. Quote Share this post Link to post Share on other sites
Quanon 263 Posted January 14, 2015 Time to pick up where I left. Few shots from a test run I did on that last helmet. Need to fix that 'darkening' effect... Someone posted a solution to it, but I can't remember right now what that was. I'll get to it eventually Quote Share this post Link to post Share on other sites
DeadMan 103 Posted January 15, 2015 Need to fix that 'darkening' effect... Someone posted a solution to it, but I can't remember right now what that was. I'll get to it eventually Here it is: Fixing Lighting on Custom Models Quote Share this post Link to post Share on other sites
InSidious 237 Posted January 15, 2015 Looks good, Q. As always, I'm looking forward to having this in my Override. Glad to see you're still working on stuff. Quote Share this post Link to post Share on other sites
Quanon 263 Posted January 16, 2015 Here it is: Fixing Lighting on Custom Models Thanks man! That's the thread I was talking about! I've edited my model, but something went wrong. Game crashes now, lol. I'll have to redo the export bit again. Looks good, Q. As always, I'm looking forward to having this in my Override. Glad to see you're still working on stuff. Speaking of stuff, I've dusted of that Nar Shaddaa street area. I only had last quarter to do of the whole thing. And last 2 days I've been hard at work to UVWmap that last part. I'm getting really close to start test runs in the game, Yeah baby! Some shots, can't leave a reply without some visuel goodies now. Quote Share this post Link to post Share on other sites
Zhaboka 91 Posted January 17, 2015 Hngggggggggggg. (Awesome.) Quote Share this post Link to post Share on other sites
Assassinaded 0 Posted January 17, 2015 Speaking of stuff, I've dusted of that Nar Shaddaa street area. I only had last quarter to do of the whole thing. And last 2 days I've been hard at work to UVWmap that last part. I'm getting really close to start test runs in the game, Yeah baby! How do you export a whole area of a map ex Endar Spire? Really wanting to redo the UV's there Quote Share this post Link to post Share on other sites
Quanon 263 Posted January 18, 2015 How do you export a whole area of a map ex Endar Spire? Really wanting to redo the UV's there I'll try to explain this in a nutshell. Areas are build up out of several models. A bit like a puzzle. I always have to devide/ slice my own made areas into smaller bits. The game uses a few files, so it knows which parts it needs to build up any given area. So to redo the UVs of the Endar Spire, you'll first need to collect all the model bits. You can find those with KotorTool. Then you'll have to import those into 3D editing program; like 3Ds Max. Means you'll have to edit a lot of smaller models, then export them out. Exporting an area model is just the same as for a lightsaber hilt or gun. Hope's this helps a bit. So here's what I've finished today. I've changed the red to be a bit darker. Solved the lighting problem. Though still need to improve the look of the shiny effect. To flat at the moment. Quote Share this post Link to post Share on other sites
Quanon 263 Posted January 19, 2015 Yahoooo! It looks like I still got the power Did another test run with my NarShaddaa street area, the first part of the area works like a charm. Only one faulty mesh.It all looks good so far. Hopefully the other parts go as smoothly as this one. Then I only need to fix up the lighting.Now it's set to be very bright, so I can spot mistakes easely. Here's a look on how things are in the game: The smaller 'indoor' part; it's a bit like at the docks of the Refugee sector. Some rooms or storage/ garages and the entrance to one of the clubs to be found in my new part of Nar Shaddaa. 1 Quote Share this post Link to post Share on other sites
InSidious 237 Posted January 19, 2015 Looks awesome as always, Q. Can't wait to see more. Quote Share this post Link to post Share on other sites
Quanon 263 Posted January 21, 2015 Had some time left this afternoon. I plunked in the the other parts that make up my Nar Shaddaa streets.Feeling pretty happy, as just with the first part, very little faults to be found. A few minor UV mistakes and a few bits that have no texture it seems. Ofcourse it looks all to bright and a bit to clean for Nar Shaddaa. I'll be adding extra models, consisting of crates and other techy looking junk in all variant sizesand shapes. Luckely I've got already sort of back catalogue from previous attempts.But enough chatter; time for some screenshot galore! Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted January 21, 2015 Q, are any of those colored lights animated? Quote Share this post Link to post Share on other sites
Quanon 263 Posted January 21, 2015 Q, are any of those colored lights animated? No, they are windows actually. But the texture needs more work, now it's more like a place holder Quote Share this post Link to post Share on other sites
Quanon 263 Posted February 4, 2015 Thanks to SithSpecter for helping out with the lightmap business. It's all about the tiny little details. So I got a part of my area in the game, using a lightmap. It looks good, but there are mistakes in the UV business.But with the tips from SS I should get better results in the future. All I did now was quick test, just to see if there wasmore to the crashes. Here's a peek how it looks so far: 1 Quote Share this post Link to post Share on other sites
InSidious 237 Posted February 4, 2015 Oh, wow. It really is perfect for its job. As always, Q, just incredible. Quote Share this post Link to post Share on other sites
Xedii 17 Posted February 4, 2015 New areas always a plus coming out nice keep it up Quote Share this post Link to post Share on other sites
Fair Strides 510 Posted February 5, 2015 To me, it's a bit dark, though that could always just be your gamma settings, I guess. Still, this ought be a great addition to Nar Shaddaa! Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted February 5, 2015 Looks perfect to me Quote Share this post Link to post Share on other sites
Vriff 21 Posted February 5, 2015 Looks good, darkness is good imo. Vanilla Nar Shaddaa is washed out imo. 1 Quote Share this post Link to post Share on other sites