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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. love your work with this, great job!
  2. https://www.youtube.com/watch?v=5BhUPFwAFQo totally not what I expected from the thumbnail, a pleasent surprise.
  3. Any Progress on this fella? @@Psyk0Sith
  4. give it a proper handmade retopo instead of auto decimation to get rid of some wierd projections in your bakes. I'd also do a retopo of the helmet with added control loops for Subdivision Hard surface modeling, this will give you much cleaner edges and helps avoid the clayie, smudged look at the backside edges of the helmet. clearly visible in this screenshot from your SP 2d view
  5. @@k4far the proportions of that won't work with the Humanoid skeleton from Jka, could resize the arms and legs but that'd look substantially different and stretch/squish the textures immensely.
  6. If you want to learn something, check this out: https://jkhub.org/tutorials/article/215-basic-lightsaber-crafting-video-series/
  7. @@Liam take a second look at his feet, they appear to have been steamrolled. Poor Kanan.
  8. @@KyleKatarn1995 I would not use this Model for JKA at all. it's actually far too lowpoly to look good in JKA and the texture resolution is a joke at 256x256. Could fit into Empire at War though. he'd also need a custom skeleton and custom animations as he doesn't fit the generic humanoid skeleton from JKA: you could probably lengthen his torso while shortening his arms and legs to make him work, but that'd be a substantial change to his proportions and just wouldn't look right.
  9. Could see if you can steal from some minecraft shader mods, take a look at SEUS v11.
  10. @@Liam What's the polycount of that head and is its mouth modeled shut? The low resolution+compression make it hard to read.
  11. could also be a faulty tag surface @@Langerd.
  12. @@Liam it seems that you have a few hard edges at the bottom third of his shoulderpad. Are those supposed to be there? EDIT: Taking a closer look on your pics from my PC now... his hands seem tiny in the side view
  13. That optimization should be done before baking normal maps.
  14. @@MusicForThePiano Give the NPC in question a different weapon. Or remove whatever modded weapon model you have in use for the weapon this npc uses. If that fixes it, the combined polycount of the character and the weapon model is too much to handle for the game.
  15. I'd actually expect german censorship for games to be at fault for this. "Wolfenstein, aw hell no!"
  16. Have you tried using caulk_nonsolid on all but one face of the Brush?
  17. Do the textures you are trieing to replace come with a shader? If not you could try setting up a shader for the original texture path, but then use differently named textures for the singular stages.
  18. Didn't you want to learn UV Unwrapping ? I still see the stripes from your flat projection
  19. what are you using for these atm? Substance Painter?
  20. That doesn't look half bad I think! Blends better with the Torso.
  21. That works a lot better! The armor helps the enormous helmet to blend in with the Rest - good job!
  22. Preview Video of the current state.
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