Fair Strides 2 Posted July 23, 2014 Share Posted July 23, 2014 I redid 47's texture. I think it is pretty much done now, aside from a couple of minor tweaks. Some pics: Show spoiler (hidden content - requires Javascript to show) Now on to the 50/51 textures. Is it possible to make the light for his chest piece more powerful? Not texture-wise, but the light in the model itself? Link to comment Share on other sites More sharing options...
Sith Holocron Posted July 23, 2014 Author Share Posted July 23, 2014 Does the new light blink like the eyes do when HK speaks? Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted July 23, 2014 Share Posted July 23, 2014 Very nice work so far, but I have a couple suggestions. 1.There is a very visible seam on the mouthplate area in those closeup screenshots, which lets through the same light as the eyes/chestpiece. This should be patched up. 2. Could we have some shiny shader added to the texture, and make it look more weathered as well? Kinda like Svosh's, found here - http://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm 3. A port of this model to K1, for the love of god, please. Link to comment Share on other sites More sharing options...
L0ki194 Posted July 24, 2014 Share Posted July 24, 2014 Damn, that looks a LOT better compared to his old look. If the model gets ported to K1, it should have a really clean look to it, and for this one add a tiny bit more scratches and bits of paint chipped off to match his original TSL appearance. Link to comment Share on other sites More sharing options...
DarthParametric Posted July 24, 2014 Share Posted July 24, 2014 Is it possible to make the light for his chest piece more powerful? Not texture-wise, but the light in the model itself?You can adjust the colour of the self-illumination, but I'm not sure if that changes intensity, or just washes out the texture. The colour used by the vanilla model is a mid-grey. I'll have a play with it, but I wouldn't hold your breath. Don't expect emissive on the order of a modern engine. Does the new light blink like the eyes do when HK speaks?Yes, the eyes, vocabulator lights, and chest lights all flash when he talks, as per the eyes in the original model. There is a very visible seam on the mouthplate area in those closeup screenshots, which lets through the same light as the eyes/chestpiece. This should be patched up.There's no seam. There is purposely a gap in the vocabulator grill. Look at the original texture and the TOR texture. Could we have some shiny shader added to the textureApparently not. I tried, but it doesn't seem to want to work properly, as I mentioned earlier. For whatever reason it ignores the alpha mask and applies the envmap to the whole model at 100%. I'll give it a final try before releasing it. make it look more weathered as well?Not by me. If someone else wants to retexture it at some point to do that, that's fine, but I'm moving on. A port of this model to K1, for the love of god, please.That was the plan. If the model gets ported to K1, it should have a really clean look to it, and for this one add a tiny bit more scratches and bits of paint chipped off to match his original TSL appearance.The vanilla model uses the same texture in both games. While there is allusion to him being more beaten up in TSL, it's not actually represented on either the model or texture. As for K1, I figured he would be slightly less damaged, but he will still have a worn look. Link to comment Share on other sites More sharing options...
milestails Posted July 24, 2014 Share Posted July 24, 2014 Really liking this. Link to comment Share on other sites More sharing options...
L0ki194 Posted July 24, 2014 Share Posted July 24, 2014 The vanilla model uses the same texture in both games. While there is allusion to him being more beaten up in TSL, it's not actually represented on either the model or texture. As for K1, I figured he would be slightly less damaged, but he will still have a worn look. The texture is slightly changed in TSL, and is no longer shiny as he was in K1. K1 Show spoiler (hidden content - requires Javascript to show) TSL Show spoiler (hidden content - requires Javascript to show) Either way, it doesn't bother me, as I pretty much use the same texture reskin for both games... I believe it was titled "Polished HK-47" or something...grabbed it off of FileFront a long time ago. EDIT Found the reskin I mentioned: Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
DarthParametric Posted July 24, 2014 Share Posted July 24, 2014 Yes, in K1 he uses an environmental map (i.e. cube map) with the texture to fake reflections, in TSL he doesn't. As I said above, my attempt to apply an envmap to him in TSL resulted in it ignoring my alpha. Looks like I will have to play around with appearance.2da and see what they changed. Now that I look at some freshly extracted versions of the textures, it seems they did add some discolouration/wear to the TSL texture. I must have accidentally overwritten the K1 version when I was extracting the models, so I thought they were the same. Link to comment Share on other sites More sharing options...
L0ki194 Posted July 24, 2014 Share Posted July 24, 2014 Well, for me, I can't see most of TSL's alpha channeled textures very well, (Dammit Intel...) so no alpha means no semi-invisible HKs. But I hope you figure it out. Also I just realized, the way HK-51 looks in SWTOR is kind of like a mix between HK-47 and HK-50. HK-51 features a grey paint-job with orange highlights (so it's like a mix of his predecessors), and has an eye color that looks in between 47's Orange eyes and 50's Yellow eyes... maybe Amber or something. I guess it's supposed to signify 51 as being the superior model, being a mix of the two. Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted July 24, 2014 Share Posted July 24, 2014 TSL envmap column in appearance.2da uses the same "Default" argument as K1 version, which is why people have been manually inserting Mycube/CM_Baremetal in there to make the shiny shaders kick in on various characters. You could do that, and then have another look at the alpha of the texture. If that doesn't work, I volunteer to tinker with it once this mod's released. Also, as far as the vocabulator lights go, they should be a little more pronounced I think, now that I know they're intentional - they're kidna hard to see from a distance, as seen on the second image of HK and Exile. And another question, seeing as the HK-51 in the first post seems to have a different, non-flat vocabulator, will you make that alteration for HK-50s/51s or use the same model as HK-47? Link to comment Share on other sites More sharing options...
DarthParametric Posted July 24, 2014 Share Posted July 24, 2014 As I said earlier, I may model the TOR head for 51. Not sure yet. Would be a nice break from dealing with textures though. As to the envmap issue, I sorted it out. It's useful for picking up all the scratches, but it's not really something you can see in a screenshot. It probably needs a video to demonstrate. Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted July 24, 2014 Share Posted July 24, 2014 I recommend taking a shot in a dark area like the cache on Dxun with all the construction droids, or any darker bit on Nar Shaddaa. The envmaps show well that way. Link to comment Share on other sites More sharing options...
DarthParametric Posted July 25, 2014 Share Posted July 25, 2014 Modelled 51's head: Link to comment Share on other sites More sharing options...
Sith Holocron Posted July 25, 2014 Author Share Posted July 25, 2014 DarthParametric, you are going above and beyond what I asked for. Bravo! Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted July 25, 2014 Share Posted July 25, 2014 Modelled 51's head: Aw. Yis. Now it will actually reflect that the subsequent generations are actually -different- in some aspects from HK-47, as opposed to just being repaints. Do you plan on porting that one to K1 too, as an optional replacement? Link to comment Share on other sites More sharing options...
L0ki194 Posted July 25, 2014 Share Posted July 25, 2014 Aw hell yeah! Also sorry to possibly add to the modelling work pile, but what about the Belts underneath the Chassis? Show spoiler (hidden content - requires Javascript to show) It's only a minor detail, though, so there's no problem with it not being there. Also quick note, HK-47 in TOR has the same belts as well, just in case you do decide to add them. Link to comment Share on other sites More sharing options...
DarthParametric Posted July 26, 2014 Share Posted July 26, 2014 I wasn't planning on bothering with them, since they would need to be skinned meshes rather than trimeshes, and would take a lot of finagling to ensure they didn't clip through the spine when animating. That's not my bag. Link to comment Share on other sites More sharing options...
L0ki194 Posted July 26, 2014 Share Posted July 26, 2014 Alright, good to know. It's only a minor detail anyway. So will the HK-50's get unique heads, or just the HK-47 model with a new paint job? If you were to give them a unique head, maybe it should look like HK-47's head but with a few details that look like HK-51. Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted July 26, 2014 Share Posted July 26, 2014 Alright, good to know. It's only a minor detail anyway. So will the HK-50's get unique heads, or just the HK-47 model with a new paint job? If you were to give them a unique head, maybe it should look like HK-47's head but with a few details that look like HK-51. It's simple to just rename the model and textures of the 51s into 50s once it's released, if one so wishes. DP doesn't really need to do that. Link to comment Share on other sites More sharing options...
L0ki194 Posted July 26, 2014 Share Posted July 26, 2014 I know. Either way, I'm excited to see these when they're done. They look awesome. Link to comment Share on other sites More sharing options...
DarthParametric Posted July 27, 2014 Share Posted July 27, 2014 Still playing with textures, but here's where I'm at presently: Went with a SWTOR style texture for 51, but stuck with the blue photoreceptors he has in TSL. 50 is a blueish/greenish metal colour, as in TSL. Struggling with the envmap at the moment. It really is a piss poor substitute for proper specular. It's difficult trying to find the right level to get some sort of pseudo-reflection/specular without it completely overpowering the base diffuse map. It seems to be very much an all or nothing proposition, with little room for finescale adjustment. I may have to try some of the other envmaps (using cm_baremetal atm). I did try adding my own, but it didn't seem to like that much. Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted July 27, 2014 Share Posted July 27, 2014 I'd suggest Mycube. It was used for T3-M4 in the first game, and is less shiny than Baremetal. It's also still present in TSL. Link to comment Share on other sites More sharing options...
L0ki194 Posted July 27, 2014 Share Posted July 27, 2014 Looking great DP! It's nice to see the HK droids getting an overhaul. I really like the details on the textures... especially the HK-50. Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted July 27, 2014 Share Posted July 27, 2014 You know,looking at the three generations, I'm halfway tempted to actually not use 47 model in my game, just to capitalize on the changes in looks in each generation. Good stuff. Link to comment Share on other sites More sharing options...
DarthParametric Posted July 29, 2014 Share Posted July 29, 2014 How about a "classic" style torso: Not sure I'll bother making new legs. Might just stick with my existing ones I think. Link to comment Share on other sites More sharing options...
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