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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@DT85 I tried this build and jsut as the previosu build I caN't run the opendf2_sp.x86.exe at all. I put everything into my gamedata folder but when I try to run the exe nothing happens, like really - nothing no launcher/console popup, no error just plain old nothing.
  2. I believe most of the right arm is unlikely to be seen at all, so symmetry shouldn't be a problem.
  3. @@Asgarath83 is italian, iirc, and might be able to help/teach you in case he can't I could perhaps teach you getting a model into JKA with 3ds max - but I don't speak italian so the language barrier will persist.
  4. @@cocco1960 what is your primary language and which model are we talking about?
  5. I'm not going back and changing that now that everything else is final, besides the glm viewmodel.
  6. @@DT85 well, I could give you the world space normal map, whch you could edit to get masks of areas based on their orientation but I doubt that'd be a lot quicker. hit me up on Steam or discord if you can - should be more comfortable than checking the forums every few mins. EDIT: you could also use the render to texture feature in 3ds max and assign 2 materials to the mesh faces, a green mat for faces that mus tstay and a red for faces that can go.
  7. Finished and textured the view model https://www.dropbox.com/s/kyd9a1sltx6c0om/Bryar_v.zip?dl=0 also updated the model on Artstation https://www.artstation.com/artwork/5RGbW So about getting this ingame and deleting faces:@@DT85 isntead of deleting faces I'd prefer if you could send me a texture over with the faces you deem removeable colored brightly. I'll then delete those faces and let substance reproject the textures I made onto the enw mesh with optimized UVs, that way we can save space in the UVs which gives us more resolution for the view model, without requiring the use of a higher res texture than the world mesh uses. Both texturesets can be 1k that way. And you also won't mess up any normals and therefore the normal mapping by deleting faces
  8. I don't think a reload mechanic was planned at any point @@Archangel35757
  9. Finished Retopo #1 and textured the World Mesh https://www.artstation.com/artwork/5RGbW (Marmoset Viewer embedded on my Artstation Profile) Now it's time to start working on the Viewmodel - but before I od that I'd like to know if you intend to have any animations that reveal the right side, front or bottom of the blaster @@DT85 I'll also release a replacement version for both base JKO and JKA, pictures are flat shaded showing the diffuse and spec textures for the base game.
  10. indeed - but it's on the only available photograph of the original prop: it also fits the whole sawed of Bryar-Rifle origin story...
  11. double posting for this update: Uploaded a reduced version of the High Poly to sketchfab, now it's time for two retopos and then for texturing. Any changes you'd like to see @@DT85 ?
  12. 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.
  13. 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
  14. @@JAWSFreelao try giving us more screenshots during your working progress, and also oyur UV Layout
  15. 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.
  16. 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.
  17. 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?
  18. 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
  19. 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
  20. so - where's the update @@DT85 made a few small changes, also giving you a realtime render from Substance this time
  21. @@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
  22. @@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.
  23. Better? I think I'll tone down the cracks a little EDIT: Hope you like this better @@DT85
  24. 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.
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