Mephiles550 227 Posted June 22, 2017 The modding community is doing a better job of remaking Kotor than Apeiron is. 3 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 23, 2017 Adding some details: 6 Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted June 23, 2017 I can't wait to see that behind wheel roll against the ground (That sounded a lot dirtier than intended) Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 23, 2017 Good thing for you then that I have already edited all the animations to add wheel rotation. 4 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 25, 2017 A bit of 3C-FD action: I haven't done the textures for the smaller side eye things yet, so those are just some solid colour placeholders. And T3 with the old school head, for those so inclined: 7 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 28, 2017 Here's the creatively named "head variant 2". Boxhead maybe? Also tweaking the in-game appearance of T7's textures: I still need to play with it a bit more. Trying to deal with Odyssey's terrible and limited cube map system always drives me mental. 4 Quote Share this post Link to post Share on other sites
Domino5555 119 Posted June 28, 2017 I love it! Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 29, 2017 Here's head variant 3. Coinhead? Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted June 29, 2017 Blockhead and Dischead Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 29, 2017 8L-CK and D1-SC? 1 Quote Share this post Link to post Share on other sites
Mutilator57 140 Posted June 29, 2017 I was going to say flathead, you know, like the fish. Quote Share this post Link to post Share on other sites
LDR 234 Posted June 29, 2017 8L-CK and D1-SC? Yes please. I was going to say flathead, you know, like the fish. Or the screwdriver. 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 30, 2017 Head variant 4. Domehead? I haven't figured out what to do with the inset panels on the head yet, so those are just grey placeholders for now. I also forgot to change the red paint on the rear wheel so ignore that. This one is intended to be more of a shiny metal one than the others. Not sure how that will work out in practice in-game though. 1 Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted June 30, 2017 Head variant 4. Domehead? I haven't figured out what to do with the inset panels on the head yet, so those are just grey placeholders for now. I also forgot to change the red paint on the rear wheel so ignore that. This one is intended to be more of a shiny metal one than the others. Not sure how that will work out in practice in-game though. You mean D0-M3? 5 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted July 1, 2017 Of course, my mistake. Naturally then head variant 5, conehead, would be C0-N3: Once again, still haven't figured out what to do with the inset panels around the base of the head, so those are just a dark grey placeholder for now. So that's all the base textures for each variant done. Now I just need to add a couple of colour variants and then I can spend hours pulling my hair out trying to get them to look half-decent in-game. Edit: Since I am no longer restricted by the original animations, I figured I might as well expand on my addition of the rear wheel animations and tackle one of the things that has always annoyed me. Namely, the lack of a door on the probe arm bay. I had to leave it open when I originally designed the model to use the vanilla animations, but no longer! Although I probably should have made this decision before doing all the bloody textures..... Edit 2: I've added the probe bay door animations: The rear wheel animations need some tweaking (and I think I missed one). I used TCB rotation, which was a mistake in hindsight as it made a real mess of the interpolation between keyframes. It might be simpler to re-do it from scratch rather than try to clean up the existing anims. I'm also half-tempted to actually add a proper manipulator arm like R2 has on the lefthand side, seeing as the existing "probe" is basically a welding torch. Not sure he should be poking that everywhere. But I think I will desist for now. Maybe that's a project for the future. Edit 3: Of course naturally I can't help myself... Order now for a complimentary integrated data spike, for all your slicing and people stabbing needs: 12 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted July 8, 2017 I've uploaded the T7 model to Sketchfab to allow people a closer look. https://sketchfab.com/models/4ec04c316c1d49668f437ba3b4d8c71f These aren't the full res textures, so there's a bit of blurriness. 1 Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted July 8, 2017 Have you figured how to resolve your issue with that red to blue animation circle that was present on the original R2-D2 prop? Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted July 8, 2017 The processor state indicator? I just went with a slow 3 frame animation. You can see it in the video several posts back - http://deadlystream.com/forum/topic/5407-dps-droid-foundry-v20/?p=57483 Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted July 8, 2017 The processor state indicator? I just went with a slow 3 frame animation. You can see it in the video several posts back - http://deadlystream.com/forum/topic/5407-dps-droid-foundry-v20/?p=57483 I believe that I saw it before I went to work the day you put it up. I may be talking out of my depth here but I'll blunder along . . . can that portion of the texture be yet another texture that just covers that area? If you could do that, that might allow you to have more frames on that animation and reduce the hit from the rest of the model. Again, I might not be phrasing this correctly but I hope you get what I'm saying. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted July 8, 2017 It's already its own texture, as are the "eyes" and the logic display (thing with patterns of dots). There's no real limitation at play, it's a conscious choice based on what you see in the Original Trilogy. 1 Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted July 8, 2017 Gotcha. I think I might have to watch Episode IV and see it in action again. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted September 21, 2017 2.6 million tris, ready to bake! 4 Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted September 21, 2017 2.6 million tris, ready to bake! Looks good, far from done, but still good. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted September 21, 2017 Got a first pass done. Still need to pick out some of the details, fiddle with the weathering, and fix up a couple of remaining bake errors. In-game test. As usual, struggling with Odyssey's terrible rendering butchering things. 5 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted September 23, 2017 I forgot to enable normal maps in the previous test. Also added a head variant, based on the Republic medical droid. 10 Quote Share this post Link to post Share on other sites