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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. Progress! Allmsot done with the high poly, jsut some minro detailing on the magazine left. I also want to shorten the mag a little, it extends too far out atm.
  2. booyah! Got most of the Blaster blocked in, on a side note - can I get a shader alpha gen that triggers when the player fires his weapon? I have an idea... Update! EDIT: gonna reduce the overall thickness of the "hammer" and grip
  3. @@JAWSFreelao try giving us more screenshots during your working progress, and also oyur UV Layout
  4. well, tohse cutscenes are surely cringe material. Anyway I have taken snapshots of the Bryar in all available scenes, now it's off to the drawing board.
  5. Yeah, I was going to watch one of those awkward Cutscene movies on youtube and screenshot every clip that shows the Bryar. A google search did not deliver too many good reference pictures. Mostly toy adaptions or fan built props, that do not match what the blaster looks like on the pic Ramikad posted.
  6. 4)learn proper UV Unwrapping (x)
  7. Seeing that we need a PBR version of the bryar I was wondering what you thought of the most recent rendition of the bryar pistol (large image) I'm not exactly a fan of thas version, I also don't like the way it looks in JKO/A since it's absolutely disproportional and lacks important features, like the magazine seen on this old dark forces sprite. I'd suggest taking the proportions from the abttlefront model, front appeareance from the JKO model and details for the back from the old sprite images. Any Objections @@DT85?
  8. I'll share a dropbox folder including my .sbs file(s) once I'm done EDIT: a slight update, now rendered in the trial version of toolbag 3
  9. something I started work on yesterday: I think I'll have to vary the surface detail for each color tile. in case yo udidn't notice: I'm doubling the resolution of all textures and filling the extra space with variated tiles of the same texture this should decrease visible tiling ingame
  10. so - where's the update @@DT85 made a few small changes, also giving you a realtime render from Substance this time
  11. @@SomaZ until you get to integrate AA into GL2, couldn't you force it via your GPU driver? That way the eyesores caused by the lack of AA won't distract @@Archangel35757 or anyone else from the important matter anymore
  12. @@DT85 From the First "flat" version I showed? In that case it's just a slight AO Adjustment. Something I'd rather not do based at what it looks like in the OpenGl Renderer in Substance - The Preview pics so far have been rendered with Iray. I'll post new pics later.
  13. Better? I think I'll tone down the cracks a little EDIT: Hope you like this better @@DT85
  14. Can do that, allthough it'll probably look a little boring. Gotta rethink my surface details. EDIT: just took a look at your Screenshot. That map needs better lighting.
  15. Shameless Double Post! I think I got something decent here same texture tiled: and the same Material with a different Randomseed - behold the power of procedural Materials EDIT: It does seem a bit waxy, may have to adjust the roughness slightly EDIT2: can someone take a look at this thing ingame? https://www.dropbox.com/s/wgfoezr3qzg262l/Bricks.zip?dl=0
  16. @@DT85 I saw you added a "assigned to" line to those textures. Leave the full set to me. I'm building master materials or every Material seen here that react to different height inputs and masks to create the variations. This will allow for a very consistent look. I'd also redo that door you have been worknig on if you don't mind.
  17. @@JAWSFreelao instead of relieing on automated decimation do manual retopo or keep a lower poly count while modeling. Alternately you could learn Subdivision Modeling and baking - if you really want to have a highpoly model to help your texturing.
  18. I hope you don't plan taking that ingame with so many polys on the barrel.
  19. ^This. Please keep it civil. Thanks!
  20. well diversity really makes an environment pop anyway - can oyu get me a link to the map? so I can have a look
  21. Also: I notived that I'm missing some textures from looking at screenshots of the original Df2 level
  22. nope - I'm using substance designer here anyway. You can use these here: https://www.dropbox.com/s/5wmg3ifot8lmu7p/Meshes.zip?dl=0 simple, relatively dense, meshes I made for previews with tesselation enabled
  23. my work has begun.
  24. about the indoor "stone" floor textures: There's some sort of directional grain visible - are you sure it was not intened to resemble wood?
  25. it's a walkway? I thought it was a gate or door of sorts - that means i'll have to change a few things. It'd be great if you could provide a ingame screenshot or describtion of how the texture is going to be used, as that changes the Environmental conditions it's set out to. A floor recieves a different knid of wear and dirt than a ceiling. Thick Rust like this would not accumulate on a frequently used walkway.
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