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JC's Heads for K2 (a Modding Resource)


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I don't have a mod for you this time. No, no, I have something better. I have a modding resource! That's right, you can take all these goodies and use them in your own mod. I already did all the hard work for you!

This is a collection of new heads that I've made which I'm releasing for you people out there on the internet to use in your own mods at your leisure. This pack contains 58 heads, with 86 appearances drawn up to get you started. I have converted into heads a variety of alien species, separating the head from the original full body model; I also did this for the Mandalorians and the Sith commandos. In addition, I threw in a bunch of older heads that I'd finished but never released - an assortment of Republic soldier, TSF officer, and Khoonda militia heads. So, I bid thee... go forth and make the characters in the game not all look alike.

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Yeah... well, most of them were ok. Just a matter of setting it up and moving the vertices to avoid clipping. But I had to weight a few heads from scratch. And I sort of had to learn how to do that as I did it. And when the weighting got messed up in some area and I couldn't see what was wrong, I had to start over... repeatedly. Grr. :xp:

 

I'm glad it all worked out, though. The alien heads are a huge advantage, of course... but I'm also enjoying having animations for those Mandalorian and mercenary heads now.

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  • 4 weeks later...
Yeah... well, most of them were ok. Just a matter of setting it up and moving the vertices to avoid clipping. But I had to weight a few heads from scratch. And I sort of had to learn how to do that as I did it. And when the weighting got messed up in some area and I couldn't see what was wrong, I had to start over... repeatedly. Grr. :xp:

 

I'm glad it all worked out, though. The alien heads are a huge advantage, of course... but I'm also enjoying having animations for those Mandalorian and mercenary heads now.

 

I remember how that "learning the modelling as you worked" thing goes...:)

 

I ended up using that approach when I began making walkmeshes for area models...:)

 

I'm definitely going to enjoy the amazing variety this now gives us:D

 

And for the inevitable question: Is it possible for you to do all of this over again for Kotor 1? Please?:)

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  • 1 year later...

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