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Old 07-07-2011, 01:03 PM   #41
VarsityPuppet
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Well, you could always start using the large models.

You know, instead of PMBCM: PMBCL. Might need to rescale the arms and legs for some aliens though.

How far along are you in terms of the heads anyways?

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Old 07-12-2011, 11:14 AM   #42
Bob Ta'aar
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there are large body-models? hm, I gotta give that some investigation then, I guess.
rightnow, I'm just getting the other heads done.

Nikto:
Show spoiler


Quarren:
Show spoiler


I have now fully working heads of Aqualish, Duros, Nikto, Quarren & Weequay.

The Bith-head is animation-less due to the missing necklwr_g-bone, but VP offered me to look into it.
The Gran-head won't display his ears for some reason and is preeetty big.
Left to do: Rodian, Sullustan & Trandoshan.


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Old 07-12-2011, 11:21 AM   #43
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Congrats man! You're progressing pretty fast!



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Old 07-12-2011, 01:03 PM   #44
Bob Ta'aar
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well, separating the heads is the easy part. now that I know what to do, it takes me less than an hour to chop off the head from the body, adjust it and add headgear-helpers ... that is, if all goes well .
the ones that don't work so well and the underwear-bodys will take longer, I think.


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Old 07-12-2011, 01:43 PM   #45
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Looking good!

With the Nikto I would say you or someone else can reskin the parts of the head where there is a hood. Even if the reskin could be done to design the hood different so it would not wrap around the neck since that would be the main issue i see.

Keep up the great work!!

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Old 07-12-2011, 02:47 PM   #46
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Quarren looks great! Good luck with the Nikto, that sounds challenging.



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Old 07-14-2011, 01:55 AM   #47
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For the Nikto, you could try adding a few polygons to the neck, and shape the back of the head to be smaller. Then you could retexture the hood and neck to be skin. This might make a good example:
http://starwars.wikia.com/wiki/File:JoopiShe.jpg



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Old 07-14-2011, 10:04 AM   #48
Bob Ta'aar
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by polygons do you mean vertexes? how is that done?
but it's basically what I had in mind. the ears might be a bit tricky too and the uvw-map might have to be redone to smooth the borderline of the face and the rest of the head.


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Old 07-14-2011, 11:44 AM   #49
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I'd set the selection tool for edges, then use the "extrude edge" tool. You should be able to select all the edges of the neck hole, and drag them, creating new polygons and verticies. You'll probably have to adjust the xyz coords individually after that.

There are plenty of tutorials here and on the ol' internets



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Old 07-16-2011, 04:24 PM   #50
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Wow, that quarren looks awesome.


Hey
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Old 07-22-2011, 07:51 PM   #51
Bob Ta'aar
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ok, the good news is: the Sullustan and the Trandoshan are working great too and I learned a lot about modelling again .

the bad news: I'm stuck with the Nikto head. what I'm trying is merging the Weequay head and the Nikto-face. but I just can't seem to figure out, how to merge two meshes into one. is that possible at all? the merging-models tutorial didn't really help me there ...

Progress report:
- the Gran still needs major work
- I'm stuck with giving the Nikto a hoodless head
- the Rodian neck needs some minor work
- all the other Heads are fully working!


I started modding KotOR(2)!
May the Force be with ya, folks!
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Old 07-23-2011, 02:10 AM   #52
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Quarren Jedi looool great job! do the tentacles move?

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Old 07-23-2011, 11:44 AM   #53
Bob Ta'aar
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they sure do! all the alien-heads have full facial animations. the turning of the neck looks a little bit 'streched' on some models. the quarren has got those two sacks there for example. but there's no way around that really .


I started modding KotOR(2)!
May the Force be with ya, folks!
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