new clonecommando (and questions regarding playermodels) -1 reply

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DarthD.U.C.K.

XSI Guy

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18th January 2008

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#1 9 years ago

hello, i have been visiting this forum for some time and always adored the great jka-playermodels and maps. after i now got jka i decided to contribute one myself and a want to make my clonecommando a playermodel. right now it looks like that:

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klonkommando13.png

now i have some questions: 1. can you give me constructive criticism on the commando (especially the texture) beside that the proportions are wrong? 2. can anybody reupload the XSI charactertools minologuy released (im using XSI)? 3. can jka handle a 2048px texture, or do i have to split it into multiple files? 4. are 6300 triangles too much for jka?

thanks in advance




eezstreet

Lord of the .DCC files

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16th June 2008

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#2 9 years ago

The texture looks fine to me, as you said you need to work on the proportions (as he looks far too fat and stubby as it is)




minilogoguy18

kitty dances for rep!

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4th September 2004

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#3 9 years ago

Dude link in my sig should help out quite a bit, nice to see an old fellow SWBF2 modeler around here, I'm actually getting back into modding that game. =p

Show some shots with the wireframe overlay on for some more crits on the model. Texture looks pretty good to me, should look great with a slight spec shader and once it has lighting from the game to react with. 6300 will work just fine in JA btw and the texture should work but I would convert it from .tga (assuming since thats what SWBF2 uses) to .png since it takes up less space.




General Jaxun

Don't tread on me.

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9th July 2009

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#4 9 years ago

PNGs are awesome!

They preserve quality, AND they're small in size!

PNG FTW!

Kneepads look kinda' funny looking, like they should be a but more blocky, but that's a great model!




DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#5 9 years ago

Textures look too white to me. Wasn't the armor kind of silver-ish? Although I could be wrong, haven't been able to play republic commando in a while sadly.




minilogoguy18

kitty dances for rep!

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4th September 2004

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#6 9 years ago

^The base color is good for metal, it's just that XSI is in the textured decal mode which shows the model with no lighting effects like shine.




Erstok

Anonymous

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18th September 2008

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#7 9 years ago

That looks like it is right out of republic commando.




DarthD.U.C.K.

XSI Guy

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18th January 2008

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#8 9 years ago
Erstok;5337147That looks like it is right out of republic commando.

thanks :D, i spent hours trying to make it as accurate as possible

the silverish touch in rc is caused by the specularmap, i will try to recreate that

here are the wires:

Spoiler: Show
klonkommando13wire.png

i know that the vertical edges on the backpack are unneassery, i kept them for mirroring purpose (although the UVs arent mirrored)

in my opinion the kneepads are nearly too blocky

i also made a normalmap but who needs that nowadays?




DT24

(Darth Tempust)

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12th May 2010

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#9 9 years ago

Looks great, though I'd reduce the triangle count down to 4,000-5,000 if I were you. The model is the same amount as two JA models. But, 6,300 would be more FPS friendly if you chuck in a LOD or two.

Erstok;5337147That looks like it is right out of republic commando.[/QUOTE] I was thinking that too, but I can get no decent pics from the game to compare with. [QUOTE=DarthD.U.C.K.;5337269]i also made a normalmap but who needs that nowadays?

Bake it onto the diffuse, and you'll be right. ;)




DarthD.U.C.K.

XSI Guy

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18th January 2008

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#10 9 years ago
DT24;5337374 I was thinking that too, but I can get no decent pics from the game to compare with.

may i? :) some reference pics i collected/took:

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vodeanzp0.jpgclonecallouts.jpgkommandofront.png