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ksk h2o

Latest Posts

Page: 4 of 5
Posted in: WIP: Homer Simpson
 ksk h2o
01-11-2003, 8:11 AM
#18
I've got the head mesh to look exactly like homer... the problem is the head is about 1k polys so I'm trying to reduce the polycount immensely :D (shouldn't be too bad, but since homer is very plump and round he isn't kind on polycounts. I love your...  [Read More]
Posted in: WIP: Homer Simpson
 ksk h2o
01-09-2003, 6:56 AM
#13
I understand your concern for LODS Klorel, and right now it's lookin like homer is going to be heavy model (especially darth homer). Right now the mesh is basically what you would call a naked homer (only partial completion). Since naked homer will b...  [Read More]
Posted in: WIP: Homer Simpson
 ksk h2o
01-08-2003, 4:18 AM
#11
So I should do away with the classic White T shirt and blue jeans homer? I guess people would rather use him dressed up as a jedi or vader. It will be much easier to make creative skins for the regular homer though (the Q2 model had tons of skin vari...  [Read More]
Posted in: WIP: Homer Simpson
 ksk h2o
01-07-2003, 6:39 AM
#8
While comic book guy might be a cool addition later on (he roughly has the same body as homer, I would just need to make a new head) I'm quite set on making homer right now. Hmm... running into a dilemma here as I'm building homer. Do I make him wi...  [Read More]
Posted in: WIP: Homer Simpson
 ksk h2o
01-06-2003, 12:55 PM
#3
Thanks Klorel, Offtopic: Did you recevie the last version I sent you? What do you think?...  [Read More]
Posted in: WIP: Homer Simpson
 ksk h2o
01-06-2003, 8:50 AM
#1
Homer Simpson Cometh http://www.talocan.net/homer/hom2.jpg Very fresh off the bat, started Homer simpson today. I know there allready is the Q3 conversion of the popular Q2 model, but I wanted to make him from scratch. I'm sure he'll turn out bette...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
01-11-2003, 12:47 PM
#125
The 500 vertex limit is per object. You could have your head in three or four objects if you are going to be above 500 vertices. My homer model will have the head as Head, Head_eyes, and Head_mouth to deal with this. 500 vertices is a LOT. There is...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
01-10-2003, 5:18 AM
#120
Maybe you should temporarily post various screenies with the skeleton viewable and the mesh set to see-through, it might help get some feedback on the positioning. :D...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
01-09-2003, 3:49 PM
#112
Wow Mooa, you actually said something about mod view which I didn't know... It sure would have made my life easier had I known that but hey. Learned the hard way. Payne, I'm surprised to hear that the face is animated in MP. I have positioned the ca...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
01-09-2003, 6:48 AM
#107
Whoa this thread moves fast :) Double edges shouldn't be too much of a problem, not as bad as double vertices (weighing becomes frustrating). If you really want to get rid oft them though (save before you try) select the edge in question and just re...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
01-07-2003, 9:37 AM
#88
The game will do it's own smooth shading (You'll have to put it into the .car file as a command but thats one of the last steps of modelling...) If you want to have an idea how the smoothing is going to look, you can allways smooth objects in max. Bu...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
01-02-2003, 8:07 AM
#65
Mars, if you look into the modelling forum, I think it got renamed and joined into one HUUUGE general editing forum now. There is a thread I recently bumped up that has the title: for anyone that needs a weighted skeleton Inside you will find that...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
12-31-2002, 2:58 AM
#62
weighing comes into play later on in the modelling process. If you take a look at spacemonkeys tutorial you will see a section on weighing. It is what needs to be done for the model to animate properly in game. You don't need to worry about it much u...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
12-30-2002, 4:24 PM
#60
Originally posted by NeoMarz1 Whats STL check? Is that an option in 3Dstudio max? It goes in the modifier stack. Click the scroll down list in the modifier options in the edit/modify tab and you should see a modifier called STL check somewhere in...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
12-30-2002, 2:53 AM
#56
I'm not sure but I think it could be related to open edges. an STL check should show if the nose and chin is attached properly....  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
12-24-2002, 5:43 AM
#49
Glad to have been of some help there... I am basically the exact opposite of you when it comes to drawing skills. I can't even draw stickmen using the mouse, so I have to resort to using every technique available to make my work barely viewable. :D...  [Read More]
Posted in: Zam Wesell Project being started
 ksk h2o
12-23-2002, 10:54 AM
#44
In the layers section in PS there will be a tab for channels, add an alpha channel to the tga and set the transparency percentage from the channel properties. Depending on what you will pick as your shader blend (alpha or one minus alpha) it will be...  [Read More]
Posted in: WIP: MGS Ninja Grey Fox
 ksk h2o
01-15-2003, 4:41 AM
#50
The Model and all the LOD's are finished. Since Supreme Pain offered to help with skinning, I'm waiting for feedback and info from him. Also Klorel Mentioned he would give skinning him a shot. As soon as I hear from them, and learn if they have h...  [Read More]
Posted in: WIP: MGS Ninja Grey Fox
 ksk h2o
01-08-2003, 4:13 AM
#45
I've sent out an email with all the reference images I have. Let me know if you need me to convert the map files into BMP so you have reference maps for the mesh....  [Read More]
Posted in: WIP: MGS Ninja Grey Fox
 ksk h2o
01-07-2003, 4:07 AM
#42
Azrael, I think Konami didn't want a Metal Gear Mod, like a total conversion, that would play like an MGS Game. There were many models of Metal Gear Characters Released for other FPS games such as Q2, Q3 (albeit not very good ones) and I don't think...  [Read More]
Posted in: WIP: MGS Ninja Grey Fox
 ksk h2o
01-06-2003, 4:24 AM
#37
Hmm, I've been away vacationing under UV lights and dicso balls so haven't been modelling much... I am Working on the LODS now since the model is all done and no bugs to it that I can see. Once the LODS are done, and as soonas I get my hands on a dr...  [Read More]
Posted in: WIP: MGS Ninja Grey Fox
 ksk h2o
12-25-2002, 5:44 AM
#31
Squall took a look at your sounds. I actually had all but a few of them already applied as taunts. I'll try to see if I can use some of the extra sounds you provided as well, many thanks for them. It would really help if someone could send a screeni...  [Read More]
Posted in: WIP: MGS Ninja Grey Fox
 ksk h2o
12-20-2002, 12:42 PM
#28
I updated my first post in order to reflec the latest changes and replaced all the screenshots with images of the new mesh/skin There are now two skins, regular and sith, and two model versions regular and open faceplate. So you have a combination o...  [Read More]
Posted in: WIP: battle droid blaster
 ksk h2o
12-24-2002, 5:47 AM
#19
You can replace any weapon in game, same as any model. You just have to set up the file hierarchy correctly to do so. If you are going to replace what the rodians use, remember they use the sniper rifle, so dont forget to include a semi transparent...  [Read More]
Posted in: MGS2 Model Updates!
 ksk h2o
01-07-2003, 4:19 AM
#195
Bummer! :( I didn't see their letter to you but I'm thinking was their concern was over a "mod" and probably not over the models themselves. You could point them to the links of the numerous snake/grayfox/otacon/ocelot models for Q2, Q3,...  [Read More]
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