AshuraDX Posted March 17, 2016 Posted March 17, 2016 a few Years ago I said I'd make a enw clone model, guess what - I'm finally at it before you ask: yes I will eventually have all clone versions done, but they will be released step by step in updates to the initial basic phase 2 cloneThere are plans for a Phase 1 clone aswell Circa, Archangel35757, Mand'alor and 9 others like this
Jeff Posted March 17, 2016 Posted March 17, 2016 What's that a legion of reskins coming, Get ready. The reborns are now jealous. Darth Sion and Kualan like this
Barricade24 Posted March 17, 2016 Posted March 17, 2016 What's that a legion of reskins coming, Get ready. The reborns are now jealous. You better believe there will be! Jeff likes this
AshuraDX Posted March 17, 2016 Author Posted March 17, 2016 updated the sketchfab link, gonna call it a day
AshuraDX Posted March 19, 2016 Author Posted March 19, 2016 before I disappear for a week (holiday in northern germany) I'll show you a preview for the game version of the helmet the textures are definitely not final - just a preview and the model has a few gaps atmand for you skinners, I have a preview of what the UV layout will be like: the visor is on a sepperate texture map, as requested by @@Barricade24so some of the empty space on this helmet texture map will be filled with uvs for random extra parts, like binoculars and what else I'll find I plan to use this distribution of texture maps :torso & hips - 1024²Helmet(s) - 512²Visor(s) - 256²right arm & leg - 1024²left arm & leg - 1024², could use the above if your details are symmetricalRandom accesoires - a few 512² or 1024² maps Ruxith, Psyk0Sith, yeyo JK and 9 others like this
JAWSFreelao Posted March 19, 2016 Posted March 19, 2016 I'm so excited for this. Off-topic: I feel like @@Barricade24 @@Kualan and I should start a group chat- think about who wants to cover legions and whatnot when this is released. I don't wanna make something y'all are already making. AshuraDX and Kualan like this
AshuraDX Posted March 19, 2016 Author Posted March 19, 2016 @@JAWSFreelao you guys will also get access to these: https://jkhub.org/albums/vNfxX Which should prove useful while skinning, I'll also prepare something to help keep the reskin quality at the level of my original textures. Basically a skin generator that takes bl&wh decal inputs and the masks them onto my existing textures - the generator will give a high level of control over wear, dirt color and a few other things Kualan likes this
Langerd Posted March 19, 2016 Posted March 19, 2016 before I disappear for a week (holiday in northern germany) I'll show you a preview for the game version of the helmet the textures are definitely not final - just a preview and the model has a few gaps atmand for you skinners, I have a preview of what the UV layout will be like:<script pagespeed_no_defer="">//=d.offsetWidth&&0>=d.offsetHeight)a=!1;else{c=d.getBoundingClientRect();var f=document.body;a=c.top+("pageYOffset"in window? window.pageYOffset:(document.documentElement||f.parentNode||f).scrollTop);c=c.left+("pageXOffset"in window?window.pageXOffset:(document.documentElement||f.parentNode||f).scrollLeft);f=a.toString()+","+c;b.b.hasOwnProperty(f)?a=!1:(b.b[f]=!0,a=a<=b.e.height&&c<=b.e.width)}a&&(b.a.push(e),b.d[e]=!0)};p.prototype.checkImageForCriticality=function(b){b.getBoundingClientRect&&q(this,b)};h("pagespeed.CriticalImages.checkImageForCriticality",function(b){n.checkImageForCriticality(b)}); h("pagespeed.CriticalImages.checkCriticalImages",function(){r(n)}); var r=function(b){b.b={};for(var d=["IMG","INPUT"],a=[],c=0;c=a.length+e.length&&(a+=e)}b.g&&(e="&rd="+encodeURIComponent(JSON.stringify(s())),131072>=a.length+e.length&&(a+=e),d=!0);t=a;if(d){c=b.f;b=b.h;var f; if(window.XMLHttpRequest)f=new XMLHttpRequest;else if(window.ActiveXObject)try{f=new ActiveXObject("Msxml2.XMLHTTP")}catch(k){try{f=new ActiveXObject("Microsoft.XMLHTTP")}catch(u){}}f&&(f.open("POST",c+(-1==c.indexOf("?")?"?":"&")+"url="+encodeURIComponent(b)),f.setRequestHeader("Content-Type","application/x-www-form-urlencoded"),f.send(a))}}},s=function(){var b={},d=document.getElementsByTagName("IMG");if(0==d.length)return{};var a=d[0];if(!("naturalWidth"in a&&"naturalHeight"in a))return{};for(var c= 0;a=d[c];++c){var e=a.getAttribute("pagespeed_url_hash");e&&(!(e in b)&&0=b[e].k&&a.height>=b[e].j)&&(b[e]={rw:a.width,rh:a.height,ow:a.naturalWidth,oh:a.naturalHeight})}return b},t="";h("pagespeed.CriticalImages.getBeaconData",function(){return t});h("pagespeed.CriticalImages.Run",function(b,d,a,c,e,f){var k=new p(b,d,a,e,f);n=k;c&&m(function(){window.setTimeout(function(){r(k)},0)})});})(); pagespeed.CriticalImages.Run('/mod_pagespeed_beacon','https://jkhub.org/index.php?s=d2919e2149f5f66fe31de2c1ed68d386&app=forums&module=ajax§ion=topics&do=quote&t=7338&p=105107&md5check=ecba2a4d3033837a868480b442547b35&isRte=1,XJjZaj8buz,true,false,1ncAsOrW7eg'); //]]></script>&&0 the visor is on a sepperate texture map, as requested by @@Barricade24so some of the empty space on this helmet texture map will be filled with uvs for random extra parts, like binoculars and what else I'll find I plan to use this distribution of texture maps :torso & hips - 1024²Helmet(s) - 512²Visor(s) - 256²right arm & leg - 1024²left arm & leg - 1024², could use the above if your details are symmetricalRandom accesoires - a few 512² or 1024² mapsWow... Amazin OqO
Barricade24 Posted March 19, 2016 Posted March 19, 2016 I'll probably be doing a version of every Clone. Yes. I said every. Why? It's a big project I could sink my teeth into over a period of...time. Mainly I'm going to do this because I think it is going to be fun. JAWSFreelao likes this
JAWSFreelao Posted March 19, 2016 Posted March 19, 2016 I'm probably going to do more packs like I have been doing. Just by legion or a specific squadron.I have to do the Coruscant Guard tho. No doubt.
AshuraDX Posted March 20, 2016 Author Posted March 20, 2016 @@eezstreet - yes it does rend2 Archangel35757 likes this
Circa Posted March 20, 2016 Posted March 20, 2016 You bastard. So good at this. I was wondering if you'd ever get to it. Really excited for this! It will be great to compare your work to the old clone models. AshuraDX likes this
Barricade24 Posted March 20, 2016 Posted March 20, 2016 All righty. Barricade coming in with some observations and recommendations. 1) First the visor. For some reason this is the number on thing that is throwing me off. I think the main reason that is the angle of the T could be raised a bit. 2) The helmet fin could be a bit lower on both the front and back of the helmet. 3) I also noticed the middle line on the back of the helmet between the two dots is missing, but I'm guessing you haven't added that in just yet. Aside from those things, the primary shape and build is pretty much on spot. JAWSFreelao, Langerd and krkarr like this
AshuraDX Posted March 20, 2016 Author Posted March 20, 2016 @@Barricade24got another 2 hours to work on it today: still only temporary textures new uv layout aswell: Edit: one last update for the next week: changed the geometry for the side pieces, giving them a much smoother appeareancethis time with normal maps applied for @@eezstreet Scerendo, Torki, krkarr and 4 others like this
Langerd Posted March 20, 2016 Posted March 20, 2016 @@Barricade24got another 2 hours to work on it today: still only temporary textures new uv layout aswell:<script pagespeed_no_defer="">//=d.offsetWidth&&0>=d.offsetHeight)a=!1;else{c=d.getBoundingClientRect();var f=document.body;a=c.top+("pageYOffset"in window? window.pageYOffset:(document.documentElement||f.parentNode||f).scrollTop);c=c.left+("pageXOffset"in window?window.pageXOffset:(document.documentElement||f.parentNode||f).scrollLeft);f=a.toString()+","+c;b.b.hasOwnProperty(f)?a=!1:(b.b[f]=!0,a=a<=b.e.height&&c<=b.e.width)}a&&(b.a.push(e),b.d[e]=!0)};p.prototype.checkImageForCriticality=function(b){b.getBoundingClientRect&&q(this,b)};h("pagespeed.CriticalImages.checkImageForCriticality",function(b){n.checkImageForCriticality(b)}); h("pagespeed.CriticalImages.checkCriticalImages",function(){r(n)}); var r=function(b){b.b={};for(var d=["IMG","INPUT"],a=[],c=0;c=a.length+e.length&&(a+=e)}b.g&&(e="&rd="+encodeURIComponent(JSON.stringify(s())),131072>=a.length+e.length&&(a+=e),d=!0);t=a;if(d){c=b.f;b=b.h;var f; if(window.XMLHttpRequest)f=new XMLHttpRequest;else if(window.ActiveXObject)try{f=new ActiveXObject("Msxml2.XMLHTTP")}catch(k){try{f=new ActiveXObject("Microsoft.XMLHTTP")}catch(u){}}f&&(f.open("POST",c+(-1==c.indexOf("?")?"?":"&")+"url="+encodeURIComponent(b)),f.setRequestHeader("Content-Type","application/x-www-form-urlencoded"),f.send(a))}}},s=function(){var b={},d=document.getElementsByTagName("IMG");if(0==d.length)return{};var a=d[0];if(!("naturalWidth"in a&&"naturalHeight"in a))return{};for(var c= 0;a=d[c];++c){var e=a.getAttribute("pagespeed_url_hash");e&&(!(e in b)&&0=b[e].k&&a.height>=b[e].j)&&(b[e]={rw:a.width,rh:a.height,ow:a.naturalWidth,oh:a.naturalHeight})}return b},t="";h("pagespeed.CriticalImages.getBeaconData",function(){return t});h("pagespeed.CriticalImages.Run",function(b,d,a,c,e,f){var k=new p(b,d,a,e,f);n=k;c&&m(function(){window.setTimeout(function(){r(k)},0)})});})(); pagespeed.CriticalImages.Run('/mod_pagespeed_beacon','https://jkhub.org/index.php?s=b95e9506899715e83da7afba3a454ea4&app=forums&module=ajax§ion=topics&do=quote&t=7338&p=105197&md5check=ecba2a4d3033837a868480b442547b35&isRte=1,XJjZaj8buz,true,false,Gwg3-dmBxFU'); //]]></script>&&0 Edit: one last update for the next week: changed the geometry for the side pieces, giving them a much smoother appeareancethis time with normal maps applied for @@eezstreetThat is why.. I Love Star Wars... and Your models sir krkarr likes this
Circa Posted March 21, 2016 Posted March 21, 2016 This might be my new favorite model when it's all finished. I love clone armor. Barricade24 and Jeff like this
ChalklYne Posted March 21, 2016 Posted March 21, 2016 my 2 cents... Id shorten the length of his eyes a bit... then take a bit out of the middle there making him a bit shorter, then look into his profile a bit... i tried a quick example and included refs backing it. very awesome man. heres yours heres a ref pic and a very quick paint over showing some of the corrections crudely
Tempust85 Posted March 21, 2016 Posted March 21, 2016 Is there a specific reason why you're not combining the armor into one 2048x map? Seems a bit excessive to have all of those texture sheets. Scerendo likes this
Scerendo Posted March 21, 2016 Posted March 21, 2016 Looks good thus far, very clean. You doing everything in 3ds Max? Is there a specific reason why you're not combining the armor into one 2048x map? Seems a bit excessive to have all of those texture sheets. Out of curiosity does JKA have a resolution limit for textures? I've always thought 1024* was the max?
AshuraDX Posted March 21, 2016 Author Posted March 21, 2016 Is there a specific reason why you're not combining the armor into one 2048x map? Seems a bit excessive to have all of those texture sheets.yes, with the loads of possible variation in torso meshes I thought it'd be wise to split the torso and leg uvs.@@ChalklYne whz did everyone have to wait until after my 24 hour break with crits regarding the shape - now I have 2 meshes to alter and a UV layout to rework which is quite annoying....but oh well I guess I'll see about those changes once I'm back home @@Scerendo none that I know of and yes, everything you see was done in 3ds max Archangel35757 likes this
Circa Posted March 21, 2016 Posted March 21, 2016 I think 2048 is the max for textures in JKA. yeyo JK likes this
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