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Klorel

Latest Posts

Page: 4 of 5
Posted in: .glm > .xsi
 Klorel
05-30-2002, 9:22 PM
#10
maaaaaaaaan. that would have been a useful plugin before i started. :rolleyes: guess it will have to wait for my next model.... oh well. thanks for the link by the way :D...  [Read More]
Posted in: WIP: Sidious\Palpatine very early model
 Klorel
05-30-2002, 10:05 PM
#17
hmmm. i wouldnt be so sure. lucas has contradicted himself before with his strange twists.... c3po built by anakin, Quigon, not yoda instructed obiwan and such. besides, there needs to be a really crazy twist in this one. one that will make all the f...  [Read More]
Posted in: WIP: Sidious\Palpatine very early model
 Klorel
05-30-2002, 12:43 AM
#8
not bad so far, perhaps you could open the hood up at the bottom so the sides droop down? here are some reference pics: http://cgi.theforce.net/theforce/multimedia/imageFolio.cgi?direct=Images/Classic_Trilogy/Characters/Emperor_Palpatine/Return_of_th...  [Read More]
Posted in: WIP: Count Dooku model (with cape ;) )
 Klorel
05-28-2002, 12:38 PM
#28
the cape wasn' t even that bad on sithlord-ii's vader, it should be fine. good work. also, to get the model skinned and whatnot, go to spacermonkey's modeling tutorial, all your questions (most anyway) will be answered there: here (http://www2.ravens...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
06-09-2002, 2:22 AM
#97
cool thanks, i'll give that a try. I'm assuming i can leave all the tags where they were right?, that way i wont have to rename anything. also, theres still the short samuel l. jackson neck issue... will this screw up the head tags? hope not. thanks...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
06-08-2002, 2:03 AM
#94
ok, well the hand issue is solved, just selected each finger joing in my model one by one and moved them over the skeleton (not as fun as it sounds). I modified my model one last time, and then imported that into max. i'm gonna use the skeleton Darth...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
06-04-2002, 7:01 PM
#89
ok.... well still tinkering with the bone attachments and such. no picture updates.... dont think anyone cares about seeing a weighted grey head mesh. The tutorial said everything, even the tags have to be wieghted to a bone, is there more specifics...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
06-03-2002, 12:20 PM
#85
So i guess i'll have to modify the vertices of each finger so the finger overlaps each respective finger bone then huh..... sounds fun. And this isn't even the hard part, i can't wait to see what wieghting and uvw mapping have to bring :rolleyes:...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
06-02-2002, 12:10 AM
#79
ok. well... this first part will address DigitalVapors "suggestions" 1. Its already modeled, in the can, sealed... finito. 2. I do appreciate criticism...CONSTRUCTIVE criticism. and NO i didn't look at the reference pics, why would i go d...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-31-2002, 9:27 PM
#73
thanks :) . ok, heres the deal, the rest of the skeleton is inside the mesh.... except the hands. this is wierd because i didnt' modify the hands at all from the origional... so i dont see why this would happen. also the finger bones are bigger tha...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-31-2002, 7:34 PM
#71
thanks for the email cobra, i'll get to work and see how that goes. update ok, well the skeleton.md3 crashes my gmax, but the skeleton.gmax works so i'll try that.... here we go......  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-31-2002, 6:59 PM
#70
thanks for offering to help darthcobra. since i dont have max R 4.x, would it be possible for me to work on the .gmax once the bones have been imported by someone else? maybe all i would need is for you to email me a .gmax file with the bones in it,...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-31-2002, 12:51 PM
#67
anyone? common, you know you waaaant to. think about it: my mace: :deathii: if you help: :deathstar: if no one can help: :edeaths:...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-30-2002, 7:39 PM
#66
thanks. ok, here it goes... It has come to my attention that JKII is designed to work with max R4.x.... and I have R 3.x SOOOOO..... i can't import or export .xsi files. therefore: i need help. If i email you the .md3, can someone (with experience) a...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-30-2002, 7:16 PM
#64
i'm a perfectionist :rolleyes: so here is another modification... my last modification... to the model. His upper body is bigger and stronger, and his "shirt" poofs out more where it is tucked into his belt. I played with the jawline a bit,...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-30-2002, 3:07 PM
#62
Ok, you UVW mappers out there. is it better to UVW map it in gmax or in 3D Studio Max, i have R3, and it seems there are more material options (a lot more) in Studio. also... when i save the UV unwrap its a .uvw file, is this supposed to be like this...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-30-2002, 2:09 AM
#60
I *may* make him thicker, more worried about him fitting the skeleton properly at this point (if i ever get it imported :barf: ) also the uvw mapping part of the tutorial is a little confusing, so that will take some time too...any help is appreciate...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-30-2002, 12:26 AM
#58
assuming your talking about where the face meets the top of the head, it will look better in game, but thats why bald models aren't as common as hairy ones :wookiee: . it won't take away from the final coolness that is mace... 's'all good. :p...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-29-2002, 10:29 PM
#56
ok, well i have Max 3, that may be a problem with .xsi files and such. anyone have any suggestions? also, once i have done uv unwrap... what do i do to get my texture to a .tga or a .jpg? am i missing something here? :confused:...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-28-2002, 11:05 PM
#55
ok, my .xsi EXPORTER for gmax won't load, i think it has something to do with the core.dll, not sure. I can IMPORT: .3ds .prj .dxf .md3 .shp .ai .ige .igs .iges .stl .wrz .wrl .wrz but i'm guessing none of those will do. Is it possible to save the .x...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-28-2002, 10:15 PM
#53
"this party's over" was going to be the taunt from the beginning. I mean, if my mace was gonna absolutely positively kill every motha-f$&%# in the room, "this party's over" is the taunt to use, except no substitute. Its from t...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-28-2002, 6:27 PM
#41
heres the newest pic... i think its done... any comments? http://www.geocities.com/crazyhamster03/macewindupreview9.txt :mace: :duel:...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-28-2002, 2:32 PM
#40
the preview8 pic has been fixed, i accidentally, changed one of my ealier models... :rolleyes: so i fixed the correct model and screenshoted him... retry the link... also i still need to add the pouch(es)...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-28-2002, 12:29 PM
#37
a full body cloak would be a little too ambitious for me right now, especially since i dont have softimage, but when I get more experience i may put out a cloaked version. here is the newest pic, I played with the tabards on the shoulder a bit, i thi...  [Read More]
Posted in: Klorel's Mace Windu in progress
 Klorel
05-28-2002, 1:17 AM
#34
Mace Windu: thicker neck, retapered baggy sleeves: http://www.geocities.com/crazyhamster03/macewindupreview7.txt and if anyone knows how to get this model into modview linked to some .tga's so i can start skinning that would be great. also i dont th...  [Read More]
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