ChalklYne Posted March 21, 2016 Posted March 21, 2016 I just got back and just had some suggestions, theres always the possibility that I have no idea what Im even talking about, so take that into consideration as well. I can totally relate to the frustration though, Ive unwrapped SK alone maybe 100 times lol I know how much of a perfectionist you are, and youd be much more frustrated if you noticed the adjustments needed yourself after releasing it because no one would say anything prior. Also, look into the angle of the semisphere on top of his head in yours and the ref pic. It almost looks as if the ref pics semisphere is tilted back to maybe a 5° angle where yours is perfectly horizontal. I couldve been wrong about the height of the helmet as well, it looks ok at a second glance. Just things to keep an eye on, I trust your judgement on these things more than my own lol AshuraDX likes this
Langerd Posted March 21, 2016 Posted March 21, 2016 I think 2048 is the max for textures in JKA.Wait... 2048 work in Jk??? But .. without mods? Openjk etc ?
Ramikad Posted March 21, 2016 Posted March 21, 2016 I could swear it's 4096, or even more. I think Pande also mentioned that once. And in theory a test shader I did a long time ago was working fine with a 4096 texture.
Barricade24 Posted March 21, 2016 Posted March 21, 2016 I'm so sorry. But since I figured we'd should get all points that need to be made out of the way now, I figured I should post this. 1) Rather minor, but the back of the head fin could come down just a tiny bit more. 2) The side depression, or whatever you want to call it, needs some adjusting. 3) I have also noticed that clones seem to have a tight seal around there helmets as shown. Finally there is this small adjustment on the back of the helmet. I have checked with a clip from the film and can confirm that this should be a straight square. Again...so sorry. Tempust85 likes this
AshuraDX Posted March 21, 2016 Author Posted March 21, 2016 Well since I have changes to make anyway it doesn't matter how many other flaws you guys find, it's the uncontinuos stream of tiny adjustments that is annoying - I think that every major flaw should be pointed out until next Sunday and that's when I'll get back to work Tempust85 and ChalklYne like this
Tempust85 Posted March 21, 2016 Posted March 21, 2016 Makes sense for variations, but you should be able to squish the UVs (minus the helmet, hands & possibly shoes) with no overlapping into a single 2048x sheet. It's just that you're going to have more texture sheets for accessories in the end. Wait... 2048 work in Jk??? But .. without mods? Openjk etc ? My Luke model works in base, doesn't it? Langerd likes this
Xycaleth Posted March 21, 2016 Posted March 21, 2016 There is no texture size limit imposed by JKA. Any limit will be by the graphics card hardware (and by extension the graphics driver). In general use the smallest texture size you can for the quality you want, and use as few textures as possible Scerendo, Tempust85 and Langerd like this
Jolly Posted March 22, 2016 Posted March 22, 2016 So much nitpicking lol. Delmi and ChalklYne like this
Circa Posted March 22, 2016 Posted March 22, 2016 Good thing is, Ashura is the one person here that would appreciate all the nitpicking in the end. AshuraDX and Raz0r like this
Tempust85 Posted March 24, 2016 Posted March 24, 2016 Good thing is, Ashura is the one person here that would appreciate all the nitpicking in the end. He's one of the few, yeah. I appreciate nitpicking, so long it's not being overly critical like "oh, that little spot behind his ear? That should look like this" lol. Circa and ChalklYne like this
Jolly Posted March 24, 2016 Posted March 24, 2016 so long it's not being overly critical like "oh, that little spot behind his ear? That should look like this" lol. Exactly what I meant
ChalklYne Posted March 24, 2016 Posted March 24, 2016 But literally... the spot behind the "ear" looks too wide. 0_0 I like to be over critical about all of the community's projects then rush through mine like a toddler. Circa, Barricade24 and Jeff like this
AshuraDX Posted March 25, 2016 Author Posted March 25, 2016 @@Barricade24 @@JAWSFreelaoWhat would you guys prefer? A single larger texturemap for the armor pieces or the split setup I suggested earlier? To all the nitpickers: in 2 days I'll commit all changes you pointed out so far and will begin working at the other parts of the basic suit to give you guys time to examine the updated helmet. yeyo JK and ChalklYne like this
Barricade24 Posted March 25, 2016 Posted March 25, 2016 I don't know why, but I'm leaning toward more of a split setup.
JAWSFreelao Posted March 25, 2016 Posted March 25, 2016 Well Neomarz didn't get much right, but I definitely liked the UV layout even tho there were a few flaws. I prefer separation of the helmet and the accessories/torso but I think separate arms and legs would be nice.@@AshuraDX
AshuraDX Posted March 27, 2016 Author Posted March 27, 2016 @@JAWSFreelao Arms and legs will share a single texture map. but I'll organise it so that you'll have the arm related parts on one side and the leg related parts on the other - so isntead of having 2 rectangular maps we'll have a single square map. I just retouched the model: still have to adjust the lowpoly, but I'll leave that for another day JAWSFreelao, Circa, krkarr and 1 other like this
Barricade24 Posted March 27, 2016 Posted March 27, 2016 212th Reference: Onysfx and AshuraDX like this
Jolly Posted March 28, 2016 Posted March 28, 2016 Well, Ashura definitely got the helmet down. Huge improvement over the first version.
AshuraDX Posted March 29, 2016 Author Posted March 29, 2016 lowpoly was updated: still only temp textures krkarr, Torki and Langerd like this
Langerd Posted March 29, 2016 Posted March 29, 2016 lowpoly was updated: still only temp texturesHoly .. Shiet...
AshuraDX Posted March 29, 2016 Author Posted March 29, 2016 if anbody here who wants to help me owns a bluray copy of EP3, please get me some good screengrabs of clones from various angles - I mostly care about the simple "non special" troopers for nowjust basic clone armor, paint job doesn't matter it's only the shape I need also: krkarr, Jolly, Barricade24 and 1 other like this
Barricade24 Posted March 29, 2016 Posted March 29, 2016 if anbody here who wants to help me owns a bluray copy of EP3, please get me some good screengrabs of clones from various angles - I mostly care about the simple "non special" troopers for nowjust basic clone armor, paint job doesn't matter it's only the shape I need also:<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=9afe86a92ad2d55abd07e519d69fad85&app=forums&module=ajax§ion=topics&do=quote&t=7338&p=105883&md5check=ad0951bb09771513d7cc983d51852cd6&isRte=1,XJjZaj8buz,true,false,1zZiHYfO_QI'); //]]></script>&&0Here's a decent back shot: And here's a decent full bodyshot of a Shock Trooper. AshuraDX likes this
AshuraDX Posted March 29, 2016 Author Posted March 29, 2016 high poly torso Jolly and Langerd like this
Barricade24 Posted March 29, 2016 Posted March 29, 2016 high poly torso Looks pretty accurate to me. My few recommendations are that the two chest squares could come down a little lower and maybe a little bit longer. I'd also maybe take another look at the shoulder straps. They seem to be more of a narrow lines. Check the 212th reference I posted above. I also don't believe that the armor has the circle spots near the shoulder straps.
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