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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. 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
  2. @@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.
  3. @@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.
  4. I hope you don't plan taking that ingame with so many polys on the barrel.
  5. well diversity really makes an environment pop anyway - can oyu get me a link to the map? so I can have a look
  6. Also: I notived that I'm missing some textures from looking at screenshots of the original Df2 level
  7. 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
  8. about the indoor "stone" floor textures: There's some sort of directional grain visible - are you sure it was not intened to resemble wood?
  9. 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.
  10. Do you have the original Textures from Df2 for these? those are allready reproductions done by someone else, none pbr ofc but still not the original material, which I'd prefer to work from.
  11. If you properly blend the weights across your geometry you will get a better result.
  12. That rifle model is again very highpoly @@Langerd be careful when combining highpoly weapons with highpoly character odels - people that don't use OpenJK are very liekly to run into transform space errors.
  13. That creature rings a bell... Isn't it from the Movie Labyrinth?
  14. TIL: There's a Black Metal Band named Hoth that writes Star Wars themed Songs. And their Logo is shaped like a Tie Advanced, if you didn't notice.
  15. @@minilogoguy18 I'm not yet hapy with how the rust turned out, gotta reduce the height value on that and maybe decrease the spread a little. I'd love to teach you guys some more about Substance Designer and Painter now that we can actually use them to their full potential.
  16. Allright. Did a first draft of the texture @@Psyk0Sith recreated before I interpreted the drips on the surface as grease, could be rust though - I might change that and see what it looks like with rust EDIT: This needs a bit of tweaking but ... where will you be when explosive diarrhea strikes?!
  17. For this you'll have to add a bitmap mask instead of a plain black mask
  18. Just give me the Textures and I'll recreate them for PBR
  19. It does have filters. They are called layereffects if I recall correctly
  20. That's why I added the pictures But you should update probably.
  21. add a blur and a elvels filter to the height layer to first blur the engraving, then adjust the levels to sharpen it again this will widen the lines and add a slight slope to the edges it will also make it look much smoother Raw Painting: Blurred: Levels adjusted: here's an example scene: https://www.dropbox.com/s/sedq4izuiqv6g30/Example.spp?dl=0 done with the current release of Substance Painter (V2.5.3)
  22. Bumping this since with the move to GL2 all textures need to be redone. Bundle currently used textures by map (including base JKA textures), zip them up and drop a link here.
  23. well, isntead of doig conversion from Height to normal and overlaying that with the baked normal map - just import the height map into substance painter and blend it there. add a mask to that layer and beat it up to not make it as uniform
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