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03-16-2004, 09:09 PM
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#41
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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U know, it's supposed to send me an e-mail whenever I get a PM - it used to - but it doesn't any more - not sure why... I take a look there now and clean it up a bit!
Monsoontide
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03-16-2004, 10:06 PM
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#42
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JOM Director
Join Date: May 2002
Location: USA
Posts: 2,967
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Try looking in the user control panal, if im not mistaken, theres an option in their to turn it on or off.
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03-17-2004, 12:23 AM
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#43
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Oh it's on allright - it just won't send me e-mail anymore. Happened after that time when Lucasforums went down for a while and since then it's never worked again!
Monsoontide
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03-18-2004, 02:19 AM
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#44
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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OK - I've modeled the power lance with lods - but I still have to skin it.
Still need help getting this model rigged!
Otherwise it'll just look pretty in these screenshots... 
Monsoontide
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03-18-2004, 04:51 PM
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#45
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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I can give you a hand with the rigging. How many polys by the way? Because i could make a cell shaded version too (which doubles the polycount).
send it to psykopat@geocities.com and i'll see what i can do  .
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03-18-2004, 07:03 PM
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#46
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Thankyou Very Much
I think the #polys is quite High about 3500. I'm working on some lods for it though.
What format would you like it in???
Hell... I'll just send you the works  (LWO, MS3D, MD3!)
Thanks
Monsoontide
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03-22-2004, 11:58 PM
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#47
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Just had to finish the UV maps on the hands/wrists & fix a couple of things I just noticed.
Still have to make a md3 version of it.
Will be sending it your way Psyk0Sith ASAP. (Can you handle Lightwave 7 files?)
Monsoontide
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03-23-2004, 08:42 PM
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#48
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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Hmm not sure which version the plugin supports but i can try it (.md3 and 3ds are good).
I just hope the characters' proportions wont be a problem for the JA skeleton.
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03-24-2004, 12:15 AM
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#49
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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OK - I'll md3 it - though it may be a pain to put it back together. I used the lando player model as a guide to get all the sizes and positioning- though I have no idea how it wil fit to the skeleton and you will have to adjust the legs (and other bits) to get it to fit. I think the biggest problem will be the large upper torso/arms and long neck.
Monsoontide
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03-26-2004, 03:40 PM
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#50
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Psyk0Sith
I've sent you the Lightwave version of the object.
Sorry just been so busy - haven't had time to convert it to md3
(If you can't do it in MAX - milkshape can do it (with latest LWO plugin)
Let me know if you have any problems and I'll try and take care of it.
I imagine his proportions will be a complete headache 
Monsoontide
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03-26-2004, 07:13 PM
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#51
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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Here's a test i did with he LWO model:
The left one is fitted roughly around the skeleton and the other is the default model.
I can't continue working without the uvw mapped model so i'll get back to it once i get the .md3 version.
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03-27-2004, 03:55 AM
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#52
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Veteran
Join Date: Nov 2003
Location: St. Charles, Mo
Posts: 959
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If it has the uvw coords on it you can just throw on any old texture can't you? Xsi and carcass don't care. Because the actual textures used are defined in the skin files.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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03-27-2004, 04:41 AM
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#53
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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For some reason max didnt import the UVW coordinates from the .LWO file. Monsoon just sent me an .md3 so it's alright  .
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03-27-2004, 05:38 PM
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#54
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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looks great. >_> perhaps you could make Asajj Ventress after this?
“This body is not me. I am not caught in this body.
I am life without limit.”
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03-28-2004, 05:06 AM
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#55
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Asajj Ventress
A possibility since I just purchased the clone wars (toon) action (inaction - only her arms really move) figure yesterday...
Which version would people like to see though - the toon version or a more "realistic" version?
-This is an EITHER OR question, as I don't have time to make both...
Psyk0Sith - Looking good - pity about loosing the proportions though... Just one thing - try and keep the shoulder pads from sticking into his neck if possible, thanks. 
Monsoontide
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03-28-2004, 11:35 AM
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#56
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Join Date: May 2002
Location: Nashville, TN
Posts: 416
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Personally, I'd like to see a more "realistic" version.
I've got a bad feeling about this...
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03-28-2004, 01:00 PM
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#57
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Junior Member
Join Date: Feb 2004
Posts: 248
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Toon afcourse
the toon version looks more cooler the Normal is a lil ugly so  TOON ON MAN!
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03-28-2004, 02:23 PM
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#58
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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Actually, I want to see the realistic version. >_>
it just.... looks better.
click

“This body is not me. I am not caught in this body.
I am life without limit.”
Last edited by InsaneSith; 03-28-2004 at 02:59 PM.
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03-28-2004, 04:34 PM
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#59
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Join Date: Jun 2002
Location: VANCOUVER BC CANADA
Posts: 175
Current Game: STAR WARS, AVP
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I could skin ventress!!!
I could skin your ventress or if someone can help me out
- I would really love to make a NON-cartoon one!!!
where could I get a bald female head for skinning her???
RJW_ca "OUT"
RJW_ca@hotmail.com
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03-28-2004, 08:34 PM
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#61
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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awesome. So he's gonna have caps that look like when he gets sabered in the cartoon? <_< purply and stuff.
“This body is not me. I am not caught in this body.
I am life without limit.”
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03-28-2004, 08:55 PM
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#62
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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Yep that's correct  .
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03-28-2004, 09:12 PM
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#63
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6 Foot Tall Bunny Rabbit
Join Date: Jun 2003
Posts: 1,773
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awesome, cant wait to see this one released
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03-28-2004, 09:29 PM
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#64
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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“This body is not me. I am not caught in this body.
I am life without limit.”
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03-28-2004, 11:43 PM
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#65
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Rookie
Join Date: Feb 2004
Posts: 243
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Dude, you rock! 
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03-29-2004, 04:02 AM
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#66
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Just been thinking about the model...
Can we make the Jetpack into "offs" for the skin file, or remove it alltogether?
It just seems silly to have it and then pick up a jetpack and have them both on the model at the same time...
Other than that, great work.
I'm not sure you can do much with it (owing to the skeleton
) but just those shoulder pads seem to stick into him a bit much. Would be the only other thing. (Check original model to see what I mean) though I know the JA skeletons do wierd things.
Will try and work on a shader for him.
Also I watched the cartoon on Friday night and the only noise he really made was to laugh at Obi-Wan at one point. So not quite sure what to do about sounds.
Monsoontide
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03-29-2004, 04:19 AM
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#67
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The Original.
Join Date: Sep 2002
Location: Planet Funkālnite.
Posts: 14,509
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Quote:
Originally posted by monsoontide
Will try and work on a shader for him.
Also I watched the cartoon on Friday night and the only noise he really made was to laugh at Obi-Wan at one point. So not quite sure what to do about sounds.
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a silent enemy, is often the most intimidating one. 
you can just use the laugh  . or create some then add that mechanical reverb sound.
“This body is not me. I am not caught in this body.
I am life without limit.”
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03-29-2004, 07:27 AM
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#68
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Join Date: Apr 2003
Posts: 147
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Quote:
Originally posted by monsoontide
Also I watched the cartoon on Friday night and the only noise he really made was to laugh at Obi-Wan at one point. So not quite sure what to do about sounds.
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If you used that laugh for his taunt (ooh, creepy  ) all the other sounds are various forms of grunts, unless I'm forgetting something. If sounds could be made that just mimicked the pitch and sound of the laugh through the mask, that would be enough.
The model's looking great by the way. Keep up all the good work guys!
Thanks for going the extra mile with the caps.
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03-29-2004, 02:55 PM
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#69
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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I still have to do team skins for him.
Monsoontide
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03-29-2004, 05:17 PM
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#70
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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Quote:
Originally posted by monsoontide
Just been thinking about the model...
Can we make the Jetpack into "offs" for the skin file, or remove it alltogether?
It just seems silly to have it and then pick up a jetpack and have them both on the model at the same time...
Other than that, great work.
I'm not sure you can do much with it (owing to the skeleton
) but just those shoulder pads seem to stick into him a bit much. Would be the only other thing. (Check original model to see what I mean) though I know the JA skeletons do wierd things.
Will try and work on a shader for him.
Also I watched the cartoon on Friday night and the only noise he really made was to laugh at Obi-Wan at one point. So not quite sure what to do about sounds.
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Yeah the jetpack can be removed easily with skin/surf files.
You could use something like /model durge /jetpack to turn it on and it would be off on the default model.
About the shoulder pads, the problem is the animations were not made for his size and the arms are brought too close to his chest. I think it still looks good.
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03-29-2004, 05:51 PM
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#71
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Jetpack idead sounds good.
As for the shoulder pads, I figured as much - Raven really should have come up with a more flexible skeletal system. SIgh!  - maybe next time...
Did you manage to get a chance to finish the caps?
Monsoontide
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03-29-2004, 07:59 PM
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#72
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Join Date: Jun 2002
Location: VANCOUVER BC CANADA
Posts: 175
Current Game: STAR WARS, AVP
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I CAN HELP YOU!
I can give him clear and loud enough sounds from the cartoon
I transfered all the Clone Wars chapters on HI FI DVD great clear sound and the picture rocks!!!
trust me--
If you was a great voice or sound effects for your models
I'm the guy to do it!!!
RJW_ca "OUT"
RJW_ca@hotmail.com
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03-30-2004, 05:54 PM
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#73
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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Quote:
Originally posted by monsoontide
Did you manage to get a chance to finish the caps?
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Yes they are done, it's just a matter of packaging and quick testing. Will send it to you asap. By the way, did you need a JO version too?.
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03-30-2004, 06:42 PM
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#74
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Sounds good.
Then I will put together the icons and team skins etc.
Not to be a spoilsport  for those who are still playing JO, but no - I'm strictly all about JA now.
RJW_ca: Thanks for the offer, but as I said previously, Durge really only makes one sound, which is to laugh at obi-wan and then theres a few wierd roaring noises when he goes all Tetsuo/Akira.
So unless you feel like re-making all the sounds by talking into a stainless steel bowl - For that metallic reverb  - I'm not sure what to do really.
Monsoontide
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03-30-2004, 11:34 PM
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#75
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Join Date: Jun 2002
Location: VANCOUVER BC CANADA
Posts: 175
Current Game: STAR WARS, AVP
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TRUST ME I KNOW WHAT I CAN DO FOR YOU!
I have sound modifers so I can change my voice---I can sound exactly like Desann or like a robot, like I'm in a corridor, cavern, hallway, anywhere including Durge---I could use the sounds from the cartoon but I can also add sounds like falling, pain, grunt,gulp, drowning, etc...and they can all sound like they are from Durge
So... what do you say?
RJW_ca "OUT"
RJW_ca@hotmail.com
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03-30-2004, 11:48 PM
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#76
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JOM Director
Join Date: May 2002
Location: USA
Posts: 2,967
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Looking awesome guys, cant wait until you release Durge to the public! Umm, if you do any other model of the Clone Wars series, you need to make Greneral Grevious!
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03-31-2004, 01:03 AM
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#77
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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RJW_ca: Sure, if you'd like to make the sounds, that would be great!
Do what you can then PM me when you're done.
I'm not sure about Grevious - there's not really enough images of him yet to do him justice. I'll probably have a go at Assaj first... but let's get Durge done first... 
Monsoontide
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03-31-2004, 01:59 AM
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#78
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Rookie
Join Date: Feb 2004
Posts: 243
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Someone already started on a Asajj reskin of the Leela Jedi.
From the quality of the Durge model, I think you should build Asajj (in your own time) and it'll be great 'cause it's from scratch, not a reskin.
Hmmm, a toon version would be faster/easier to build and match Durge, but I'd rather have a detailed version for replay fun. Too bad about that "life" thing getting in the way. 
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03-31-2004, 05:37 PM
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#79
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Multiple Arm Attack!
Join Date: May 2002
Location: New Zealand
Posts: 1,092
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Did some play-testing with the model last night and it looks great, apart from the wierd distortions caused by conformation to the Jedi Academy skeleton. Sigh. Still, should be fun.
Currently I need to work on the npc, file a bot file, sounds, icons, team skins & possibly a toon skin (Which is same as reg. skin but flat colours).
Psyk0Sith, are you still planning on doing a cell shaded version? And should I do LODS?
Monsoontide
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03-31-2004, 06:02 PM
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#80
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Rookie
Join Date: Sep 2003
Location: Texas
Posts: 197
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Just so some people know, I will be doing General Grievous, although not from the Clone Wars series because in that he is very unrealistic. Anyway, don't start a conversation in this thread about my model for GG, I just wanted to tell people since you brought up the subject.
This Durge model is great by the way, it's just like the Clone Wars character. I like it, and it shouldn't be too hard to do sound effects for Durge.
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