Teancum Posted May 3, 2016 Posted May 3, 2016 The amount of detail the JA community puts into their models is staggering. Incredibly staggering. Coming from Battlefront we don't worry about so much detail, given that you rarely see it. Props to you.
Langerd Posted May 3, 2016 Posted May 3, 2016 blocking out basic colors for the ID map and bump detail<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=bd4827ffbd1079c011316aa6b97350a3&app=forums&module=ajax§ion=topics&do=quote&t=7338&p=109398&md5check=ecba2a4d3033837a868480b442547b35&isRte=1,XJjZaj8buz,true,false,xc6MASg2JP0'); //]]></script>&&0Holy .. Bananas O.O Cant even describe how awesome he ... OoO
JAWSFreelao Posted May 3, 2016 Posted May 3, 2016 blocking out basic colors for the ID map and bump detailOh my shit. I think I am gonna have a LOT of work to do with this.
AshuraDX Posted May 6, 2016 Author Posted May 6, 2016 first pass on texturing, will make the armor a bit more glossy aswell as adjust the dirt in most places @@JAWSFreelao @@Barricade24 EDIT: I have no clue why it suddenly looks so wet O.oEDIT 2: seems firefox won't load the roughness maps properly... Omicron, McGroose, Langerd and 3 others like this
Barricade24 Posted May 6, 2016 Posted May 6, 2016 @@AshuraDX The textures seem fine to me. You will still be doing a clean version like I asked for right?
AshuraDX Posted May 6, 2016 Author Posted May 6, 2016 @@AshuraDX The textures seem fine to me. You will still be doing a clean version like I asked for right?ofc - I'm still seeing some slight flaws which I want to fix
AshuraDX Posted May 7, 2016 Author Posted May 7, 2016 the 501st paint job: may have to decrease the glossiness of the main material again I alsoadded some detail to the shoesoles, some nubbed rubber grip pads EDIT: a imgur gallery with further pics minilogoguy18, Circa, DEVISS and 6 others like this
Rayce Posted May 7, 2016 Posted May 7, 2016 the 501st paint job: may have to decrease the glossiness of the main material again I alsoadded some detail to the shoesoles, some nubbed rubber grip pads EDIT: a imgur gallery with further pics*Drools*
Langerd Posted May 8, 2016 Posted May 8, 2016 the 501st paint job: may have to decrease the glossiness of the main material again I alsoadded some detail to the shoesoles, some nubbed rubber grip pads EDIT: a imgur gallery with further picsThis is hands down one of the best models made for this game and the BEST Clone trooper model. Epic work @@AshuraDX !!
GMRobinHood Posted May 8, 2016 Posted May 8, 2016 the 501st paint job: may have to decrease the glossiness of the main material again I alsoadded some detail to the shoesoles, some nubbed rubber grip pads EDIT: a imgur gallery with further picsWe NEEED THIS FOR MBII!!!!!!!!!!!!!
AshuraDX Posted May 9, 2016 Author Posted May 9, 2016 still has tons of clipping issues and is in dire need of LODs, click below for asmall extra Omicron, minilogoguy18, Circa and 3 others like this
Tempust85 Posted May 9, 2016 Posted May 9, 2016 Looks uber awesome, but the triangle count is extremely high that not even MBII could/would use. Our (MBII) absolute maximum for non-mechs is 5,000 tris. AshuraDX and Langerd like this
AshuraDX Posted May 9, 2016 Author Posted May 9, 2016 Looks uber awesome, but the triangle count is extremely high that not even MBII could/would use. Our (MBII) absolute maximum for non-mechs is 5,000 tris.yeah indeed, I'm trieng to chop him down wherever I can I got a 50% increase from the darn smoothing splits
Tempust85 Posted May 9, 2016 Posted May 9, 2016 Verts will get increased by using smooth groups but it shouldn't affect triangle count if you're using the new plugin.
AshuraDX Posted May 9, 2016 Author Posted May 9, 2016 Verts will get increased by using smooth groups but it shouldn't affect triangle count if you're using the new plugin.oh, yes indeed I thought you said vert counthere's what I could chop him down to without visible difference EDIT: another 285 tris down still little to no visible difference EDIT2:let's see if I can get to 7k vertices and 8.5k tris EDIT 3: Omicron likes this
AshuraDX Posted May 9, 2016 Author Posted May 9, 2016 shameless double post after all those adits yeyo JK, Circa and Daniel like this
AshuraDX Posted May 9, 2016 Author Posted May 9, 2016 first ingame test, really happy with the spec map EDIT:skin variations I'll ship yeyo JK, Jolly, Scerendo and 2 others like this
JAWSFreelao Posted May 9, 2016 Posted May 9, 2016 @@AshuraDX jfc man I'm in love you're killing me over here.
AshuraDX Posted May 10, 2016 Author Posted May 10, 2016 LODs are now supported! Lancelot, Kualan, DEVISS and 1 other like this
AshuraDX Posted May 10, 2016 Author Posted May 10, 2016 Testing is nearing the final phase Tempust85, Daniel, yeyo JK and 10 others like this
AshuraDX Posted May 10, 2016 Author Posted May 10, 2016 well the base game drops the ran out of transform space error - I feared that that would happen EDIT: only in Singleplayer though JAWSFreelao likes this
minilogoguy18 Posted May 11, 2016 Posted May 11, 2016 You should probably try to reduce the polycount some more, your main mesh is quite high.
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