View Full Version : WIP:Jabba the Hut (Pics)

08-05-2002, 10:49 PM

ROTJ: TC Jabba the hutt model so far.

Model by: Mushashi

08-05-2002, 10:55 PM
lookin pretty good, but the head is too small.

08-05-2002, 10:56 PM
awesome, but how are you gonna get him to walk fluently? and with that long tail, will people just run right through it?

08-05-2002, 10:59 PM
yeah, fix the head, along witht eh double chins, here is a ref pic of his head


08-05-2002, 10:59 PM
Whats gonna happen is that this is going to be made for our mod, for cutscenes and such... SOMEDAY you migth be able to use him, but again... all this one will do is move his head and talk

Darth Exar Kun
08-05-2002, 11:00 PM
Crosis can i join the team i cant do much but find sound clips and oddjobs likes asking permission from model makers and such but i really want to join

08-05-2002, 11:43 PM
Speaking of sound clips, hey CroSis did you get that one sound clip of Jabba's infamous laugh I put on Mushashi's last thread for download?

08-05-2002, 11:58 PM
Naw, I didnt. Could you send it again.

08-06-2002, 12:32 AM
Naw, I didnt. Could you send it again.

Sure. Just give me a sec. :)

08-06-2002, 12:35 AM
Here ya go: :D


08-06-2002, 01:45 AM
If you are going to use him as cutscene material, I'd suggest fully articulating the head and hands. It won't matter if it goes over 3000. This would be fine, even if it was going to be in a map as decoration. The width on his tail section needs more work to show some mass. the base of it should be wider than the top, as all his fat is being affected by gravity.

08-06-2002, 01:51 AM
Of course it doesn't matter if it's over 3,000. Kyle's model is nearly 4,500 polys.

Twisted Vertex
08-06-2002, 01:53 AM
I am trying to deck him out with polys, but i am nearing the end and he is only up to 1000, with a mesh smooth. He is then only topping at 550 with out it.

08-06-2002, 02:01 AM
Well, since you have so much room to spare poly-wise, you should continue to detail. For his arms, they should be fat at the shoulders (rolls of fat), but maybe a little thinner as it goes down. The hands should be really small, maybe slightly bigger than normal human hands. Check out this pic: http://starwars.com/databank/character/jabbathehutt/index_movie.html

08-06-2002, 02:05 AM
You should call the actual model, "Jabba du Hutt", hehehe.

08-06-2002, 02:08 AM
I'd recommend not using meshsmooth on the model. Work your model up to the actual form. It would be almost easier to model him full out using patches, then reduce all the steps and convert to an editable mesh.

08-06-2002, 04:45 PM
HOLD ON A SEC. if u arent using this to play with then why not just use this model?


its really high in poly's and looks REALLY good, im sure u could convert it to jk2

08-06-2002, 05:03 PM
Right now were thinking that to get him to move we give him mechinal legs so that he can move around the arena a bit...

He wont move much.. as he dosent in the movie but it might be nice to see.

08-06-2002, 10:59 PM


08-06-2002, 11:56 PM
LOL! he looks like he belongs on sesame street. j/j, but you need to part the eyes more, and make the head bigger

08-07-2002, 12:11 AM


Master Toddy
08-07-2002, 12:18 AM
Not bad. I know it's early, and I'm sure that in the end it'll come out looking just fine. It looks like something out of ghost busters :D.

Who ya gonna call? :D

08-07-2002, 12:20 AM
ANOTHER update:


08-07-2002, 12:30 AM
He looks kinda unhappy. :(

08-07-2002, 04:07 AM
Would you be happy if you were pushing 2 tons, knew you were gonna choke to death, and not get to play w/ Twi'leks (sp?) anymore? Just kidding...

Joe, good job as always. Needs a few more rolls of flesh that come up around the shoulder structure though (remember how huge Jabba is in ROTJ vs ANH and TPM), and he might be ready for skinning/animating :).

Oh ho ho ho ho, ah ha ha ha, yah yeahhh.