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Mission TGA


JuniorModder

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Headpieces? Oh, you mean their lekku... ahah... yeah I can... just PM me your email address :p

 

Actually, I mean those metal helmet-like things that they wear on the lekku.

 

Thanks DarthParametric! That is very helpful. But I am confused at how Mission's head is mapped. Where is the lekku part? And do you know if there is a female twilek in TSL that is mapped similarly to Mission?

 

JuniorModder

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Okay, thanks. I wish that there was a way to make her headdress in TSL.

 

Also, what would be the best modeling program for free? I think making the headdress would be way out of my league, if not impossible. I want to edit the Twilek's nose to resemble Mission's a little more.

 

JuniorModder

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The Twi'lek female heads in TSL are the same as those in K1. They all share variations of the same model - the only difference is the lekku positions. Mission's head is a different model with its own map. The UV map for her lekku are split off onto the p_missionbb01 texture:

 

th_p_missionbb01-Lekku-UV.jpg

 

I wish that there was a way to make her headdress in TSL.
If you look at the actual models without the textures, you'll see that the basis is already there:

 

th_Mission-Twilek-Head-Model-Compariso.jpg

 

The edge of the headress would need to be brought further down and around the face as well as being reshaped to bring it closer to the style of Mission's head. There's also the crest/emblem on her forehead. The face is a different structure in a lot of places, but as you suggest the nose probably warrants the most attention.

 

Also, what would be the best modeling program for free?
"Best" is perhaps not quite the word I would use, but for KOTOR work you want GMax - http://www.turbosquid.com/gmax

 

I think making the headdress would be way out of my league, if not impossible.
Certainly not impossible, but if you've never modelled before this would not be my suggested starting point.
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Would the altering of the default twi lek head tga be extensive if I altered the head model?

 

Depends. Usually, just moving some verts on the model causes some unsightly stretching. Means you'll have to edit the verts a bit in order to mostly regain what it looked like, texture-wise.

 

And, where might there be tutorials for GMax?

 

You can look through google (or other search engine of choice). Of course, there are probably more 3ds Max tutorials than GMax tutorials. There aren't a lot of differences between the versions modeling wise, (well, for KOTOR and TSL modeling that is. For other stuff, there is a huge difference) so if you find a good 3ds max tut, you can probably use that and have it work mostly in GMax.

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