AshuraDX Posted August 5, 2014 Posted August 5, 2014 I'd call this done , running out of ideas and reference material for details minilogoguy18 and Tempust85 like this
AshuraDX Posted August 6, 2014 Posted August 6, 2014 Fed the model and my maps to dDo , 20 minutes of messing around gave me this : noticed major flaws in my current (probably 6th or 7th) AO bake... so back to baking AGAIN minilogoguy18, Bek, Tempust85 and 1 other like this
AshuraDX Posted August 6, 2014 Posted August 6, 2014 Maybe a little too much yellow. might be dDo's lighting system , HDR Image-based Lighting and I can't load custom images in there so the lighting will allways be tinted , for the next shots I'll leave the background in EDIT : Just one of my retarded Ideas.... there's an Astromech tag for the Xwing , right ? that bolts an astromech model to the Xwing , correct ? what if we create an ST-Pilot and set him up like an Astromech and then bolt him to the ST via the Astromech tag ? That way we could porbably achieve what @@Archangel35757 asked for
Archangel35757 Posted August 6, 2014 Posted August 6, 2014 I would rather you add a driver tag, no? It would be nice to have a few animations that play on the commander-- raise lid and lower lid, binocular search, maybe one death animation where he slumps over. Did you ever play Rebellion's WWII Sniper Elite? It had the best combat AI ever. Sometimes when a tank was blown up the wounded tank commander would open the cupola trying to escape but the flames would overcome him. Bek likes this
minilogoguy18 Posted August 6, 2014 Author Posted August 6, 2014 The problem with the driver tag is in the code, I tried using it on the AT-RT and the driver would never show which forced me to use the tauntaun class for that vehicle. This definitely needs to be fixed in OpenJK. Before it is asked, yes, my .veh file also had the /showDriver line or whichever is needed but not matter what the driver was invisible. It was discussed as not working for walker type vehicles at one point on this forum, something to do with the code.
AshuraDX Posted August 6, 2014 Posted August 6, 2014 LARGE IMAGES AHEAD still has some issues with the AO Bake , but I got allmost everything sorted out AAAAAND I crammed the wire UV's inbetween the AT-ST Uv's so this whole thing runs on a single 2k map for nowI also have to work at the material sepperation - so far most of the bolts and plates are assigned to the same material group in dDo which I dont like , so I'll have to split the material groups further This is, a downscaled, version of my Material map - each color belongs to a specific materialOnce I'm done with this there will be various gray pieces scattered all over the orange areas hereeach of these representing a bolt or small plate Milamber, Boothand, Tempust85 and 2 others like this
minilogoguy18 Posted August 6, 2014 Author Posted August 6, 2014 Wow man, it's starting to look really bad ass. MOAR!
Archangel35757 Posted August 6, 2014 Posted August 6, 2014 @@AshuraDX -- are you applying an AO texture that is already baked into diffuse map while working in 3dsMax? You could also add the AO texture all by itself in the Diffuse Levels Map slot-- which is different than diffuse slot (if you use an Oren-Nayar-Blinn Shader. Then you can just assess the AO map inside Max before you combine it into diffuse map.
eezstreet Posted August 6, 2014 Posted August 6, 2014 Between this and the hi-def Jan model, I'm tempted to come back to JK2 SP modding Omicron, minilogoguy18 and Tempust85 like this
minilogoguy18 Posted August 6, 2014 Author Posted August 6, 2014 Well I'll be releasing this in a way that it will directly replace the base AT-ST in both games, it's the same scale as the base one so it wouldn't break the Cairn maps.
AshuraDX Posted August 6, 2014 Posted August 6, 2014 @@Archangel35757 I'M working in dDo so the AO map is a seperate input which I can easily swap out and adjust anytime so I dont really lose any progress just need to do a new production render in dDo everytime I switch out the AO and Material map whch is a little Time Consumingbut absolutely not the end of the world
AshuraDX Posted August 6, 2014 Posted August 6, 2014 Screengrab from dDo's model viewer. I'd call this version of the textures done - upcoming :-Snowy-Mossy-Heavy Dirt & Rust Bek, therfiles, Setlec and 2 others like this
minilogoguy18 Posted August 6, 2014 Author Posted August 6, 2014 @@eezstreet, so coming back to JK2HD yet? =p Tempust85 likes this
Tempust85 Posted August 7, 2014 Posted August 7, 2014 He hopefully will once rend2 is available for SP, so everyone can really get right in and produce high quality content.
eezstreet Posted August 7, 2014 Posted August 7, 2014 Yeah, I'd like to get on it once rend2 comes around for SP. It's looking like it's getting pretty far in MP. @@ent also has some nice audio stuff from jaMME which I might steal. If you guys make more models though (pls remake teh guns :) ) I'd probably be more convinced to return. No bribe intended. Tempust85, Setlec, AshuraDX and 2 others like this
AshuraDX Posted August 7, 2014 Posted August 7, 2014 Possible Base replacement Skin Candidate : Bek, Barricade24, Tempust85 and 2 others like this
Tempust85 Posted August 7, 2014 Posted August 7, 2014 Yeah, I'd like to get on it once rend2 comes around for SP. It's looking like it's getting pretty far in MP. @@ent also has some nice audio stuff from jaMME which I might steal. If you guys make more models though (pls remake teh guns :) ) I'd probably be more convinced to return. No bribe intended. I thought silverfang or someone else were working on JK2 guns. If need be, I can throw my hat into the ring and make some.
Bek Posted August 7, 2014 Posted August 7, 2014 I thought silverfang or someone else were working on JK2 guns. If need be, I can throw my hat into the ring and make some. If you mean the blasters seen in jka and jk2 then I think Rooxon was working on some as well, but I haven't seen him in awhile.
AshuraDX Posted August 7, 2014 Posted August 7, 2014 My work here is done , now it's @@minilogoguy18's turn to get those sweet animations done Barricade24, Bek, Setlec and 6 others like this
Archangel35757 Posted August 7, 2014 Posted August 7, 2014 Hard to tell on my cell... but looks like the Hoth variant needs more "frosting"
AshuraDX Posted August 7, 2014 Posted August 7, 2014 Hard to tell on my cell... but looks like the Hoth variant needs more "frosting"It has some snow and ice crystal forming around all edges and in cavitys aswell as all over the surface , the image doesn't show it too well I guess Barricade24, Bek, therfiles and 2 others like this
Archangel35757 Posted August 7, 2014 Posted August 7, 2014 Maybe make the windows have a little frost around perimeter?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now