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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. 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.
  2. If you properly blend the weights across your geometry you will get a better result.
  3. 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.
  4. That creature rings a bell... Isn't it from the Movie Labyrinth?
  5. 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.
  6. @@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.
  7. 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?!
  8. For this you'll have to add a bitmap mask instead of a plain black mask
  9. Just give me the Textures and I'll recreate them for PBR
  10. It does have filters. They are called layereffects if I recall correctly
  11. That's why I added the pictures But you should update probably.
  12. 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)
  13. 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.
  14. 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
  15. You have to something about the detail lines there, they look like they were pushed into clay instead of having been chiseled out of stone.
  16. you really should. for comparison, take a look at the stats of my revamped clone model: now compare those to the stats of your saber... you should notice that somethings fishy when a saber takes up as much geometry as a full character model
  17. Dude, that lightsaber sits at 8k tris. I hope you won't try getting that ingame. You have to reduce the number of sides on all cylinders and also the number of faces in those spheres. You should also fix the smoothing, at the moment you have hard edges all over the place. Hard edges are split on export and their vertex count doubles.
  18. Probably gonna be a while, this project has been drainnig my creative fuel for a while now - I jsut dont enjoy working on it at the moment. I may come back to this or hand it of to someone I deem capable of continuing what I started. I will get the reworked version of the generic Phase 2 Cloe ready to be used ingame sometime in the next few months, but won't give any sort of ETA,
  19. Is this based at a highpoly mesh or jsut a big box you painted height detail on in Substance Painter? If it's the latter I can provide you with a simple bevel filter to bevel your painted height information
  20. The Shader does not fix the issue, it hides it by rendering all faces/tris as doublesided which decreases performance for the model.
  21. Looking good, Substance Painter is quite intuitive to use - you should be familiar with it fairly soon. It's not as technical as Substance Designer, which I still recommend you to learn as using both tools in a combined effort gives you more freedom in the way you work, every brush alpha, Stencil, Mask and Filter is based at a .sbsar file that was created in Substance Designer. With SD you can create your own parametric materials and brush alphas capable of doing exactly what you need.
  22. If you could post your skins in your thread instead of my WIP thread, that'd be great. I don't want people to mistake another users work for mine. Thanks!
  23. I do not have a problem with you, nor was that post a personal attack on you. I removed your nametag from it to avoid a direct accusation of a single user. I wanted a bare example of the "bad form" that is responsible for this issue. I could have taken a post from a different WIP thread. And infact not all of your posts in youre thread are like this, some are tagged or atleast partially tagged.And that you don't like the idea of going back through a 3 year old WIP Thread is understandable. But maybe you could write a quick list based on the files uploaded to your dropbox, with a short content description and the appropiate link, then put that in a new thread while the old one get's locked?
  24. @@Psyk0Sith alternately you can send them my way and i'll see what I can do
  25. What you have there in your first post is very close to my suggested solution in my first post here. I do see the value in these long Multiproject threads, but the way some of these are atm is just unbearable. check this out for example: Quoted straight from one of the problematic threads, I replaced the username with "that guy".
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