Barricade24 Posted September 1, 2014 Author Posted September 1, 2014 Gregor should be released sometime early this week. Lamented likes this
Barricade24 Posted September 2, 2014 Author Posted September 2, 2014 All right all the tally marks I done. But before I release (which will likely be tomorrow by the way) I need some shader feedback and @@AshuraDX since you supplied feedback for the 212 I figured you'd be the one to ask. Also @@Sithani you wanted to see the final product as I recall so here are some shots of the finished skin job. Shaders are still awaiting feedback. So Ashura, are we too bright on the specs? DarthStiv, NumberWan and Lamented like this
Lamented Posted September 2, 2014 Posted September 2, 2014 That is so beautiful. Barricade24 likes this
AshuraDX Posted September 2, 2014 Posted September 2, 2014 I'd darken the specular map a bit for most of the armor as it shines pretty bright atm which doesn't match the greyshade camo paint on his armor Onysfx and Barricade24 like this
Sithani Posted September 2, 2014 Posted September 2, 2014 IMO the scratches on the helmet look very cartoon-ish
Barricade24 Posted September 2, 2014 Author Posted September 2, 2014 Well those are supposed to be tally marks. Not so much scratches. They really come out as a flat black sort of appearance. Or are you actually referring to the scratches used on the yellow portion of his armor to blend with the camo/default armor?
Barricade24 Posted September 3, 2014 Author Posted September 3, 2014 Getting closer but still some shader issues I am having. The default shader for the Commando makes the visor transparent, which enables you to see inside the helmet. Is there any way I can fix this? It is more likely this will be released tomorrow.
JAWSFreelao Posted September 3, 2014 Posted September 3, 2014 Unfortunately for you, I doubt there's a way to fix that, due to the model.
AshuraDX Posted September 3, 2014 Posted September 3, 2014 @@Barricade24 better, yesnow show me that shader and give me your helmet texture I'll take a look at it
Barricade24 Posted September 3, 2014 Author Posted September 3, 2014 @@Barricade24 better, yesnow show me that shader and give me your helmet texture I'll take a look at itHaving some problems with the Dropbox so I had to copy and paste here. models/players/Gregor/visor{ { map models/players/Gregor/visor blendFunc GL_DST_COLOR GL_ZERO } { map models/players/Gregor/visor-spec blendFunc GL_ONE GL_ONE glow }} Also here is an image of what it looks like in game.
AshuraDX Posted September 3, 2014 Posted September 3, 2014 I don't know how the texure is set up but this could probably work :models/players/Gregor/visor models/players/Gregor/visor { { map models/players/Gregor/visor blendFunc GL_ONE GL_ZERO rgbGen identity } { map models/players/Gregor/visor-spec blendFunc GL_ONE GL_ONE glow } }try with and without the "rgbGen identity" linethis line will prevent it from recieving shadows, see wether you like that or not
Sithani Posted September 3, 2014 Posted September 3, 2014 Well those are supposed to be tally marks. Not so much scratches. They really come out as a flat black sort of appearance. Or are you actually referring to the scratches used on the yellow portion of his armor to blend with the camo/default armor?well they look really... raw, unrealistic z3filus likes this
Barricade24 Posted September 3, 2014 Author Posted September 3, 2014 @@AshuraDX Works great, now! Many thanks! @@Sithani You might be right I'll take another look at the tally marks and see what I can do to enhance the quality or at least make it appear more real.
Barricade24 Posted September 3, 2014 Author Posted September 3, 2014 Gregor is up!http://jkhub.org/files/file/2046-clone-commando-gregor/ Omicron, Bek and Lamented like this
Barricade24 Posted September 11, 2014 Author Posted September 11, 2014 Always knew there was something missing with the shaders to give this guy the look he needed. He is indeed a thing of beauty. Lamented, Omicron, Bek and 4 others like this
Barricade24 Posted September 15, 2014 Author Posted September 15, 2014 @@Mandalorian Do you think these legs are better in terms of detail?OldNew
Mandalorian Posted September 15, 2014 Posted September 15, 2014 It's hard to tell the difference. Try some moles bumps and veins.
Barricade24 Posted September 15, 2014 Author Posted September 15, 2014 Allright. I might look into that.
AshuraDX Posted September 15, 2014 Posted September 15, 2014 make sure to keep those veins blue and kinda subtle Mandalorian likes this
Mandalorian Posted September 15, 2014 Posted September 15, 2014 Yeah I didn't but it was a quick pic to get the idea across.Look at some reference.
Barricade24 Posted October 13, 2014 Author Posted October 13, 2014 Been working on something for awhile. Something has always bothered me about the base protocol droid. Although after looking at the model I can find little detail that isn't accurate to the character itself. But something about the face mainly always bothered me and I looked into making an overall more accurate protocol droid. This is what I have come up with. Old: New: Old: New: Old: New: One element I am quite thrilled with is the updated hands.Old: New: If you look at a protocol droid all of it seems to be one single color with pretty much every single metal part the same color. Unless of course it is a unique paint job. I think I may need to up the contrast on the textures but otherwise I think it turned out pretty well. I may need some advice with the shaders though. The base effect doesn't seem to be the best choice and the shader I used that is similar to my TFU Shadow Trooper one doesn't seem to work the best either. Anyway, suggestions are welcome. Bek and DarthStiv like this
Bek Posted October 13, 2014 Posted October 13, 2014 I want to say great job, but there something off about the texture, it's just too faded I guess, almost like a pale yellow.I would try to make the plating more goldish silvery(?) I guess .I would also darken the rubber innards, and add some battle damage. Edit: you may need to add a shader. Barricade24 likes this
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