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Everything posted by AshuraDX
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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!
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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?
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@@Psyk0Sith alternately you can send them my way and i'll see what I can do
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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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@@Circa added an option to the poll
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Yes, completely disallowing these threads is another option, and if you follow my suggestion that we close Threads that do not meet the criteria
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As you other frequent visitors of the WIPs, Teasers & Releases Section will have noticed it was taken over by a ton of for some part very unstructured and absolutely chaotic, massive WIP Threads. The worst of these threads hold links to a bazillion models, without properly tagging them so taht people looking for a model can hardly find them, this has lead to some people flaming newcomers for requesting a model that has been done before and could be found in thread XYZ, without providing a link and instead referring them to use the search function - which won't find the post that has the link to the sought after model, if said post only has a picture of and a link to said model witohut giving a name. What can we do to fix this? Lock those Diary threads that do not hold a detailed catalogue of the presented models and describtion of what the thread is all about in the first post of the thread. This would require those that want to keep their massive Threads to go through their Threads, and gather a collection of links to and preview images (the Model Icons used for the games Multiplayer Character selection are Ideal for this) for every model, or if they set them up in bundles, a preview pic and a description text for each bundle. These could be grouped using Spoiler Tags, to give even more oversight over the thread. Here's an example, using icon images from base JKA as an example, obviously without proper links to a download. Star Wars related Models: Bundles: What do you guys think of this? I think it could help our community greatly if we organised lists for the models in each of those threads, especially since I've seen concerns about this issue from a few people, @@minilogoguy18 and @@Bek for example. This is a rough draft for now, ideally the model sources should be stated aswell, which could become another way to sort the models in the first post.
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Neat, is Toolbag 3 out yet? Edit: I need it. Gonna buy it with my next paycheck.
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Cool Idea!
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But Marmoset won't run JKA animations
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Allready looking forward to the flood of Frankensteiners going "Y it luk bäd?" After realising frankensteined JKA models won't cut it for GL2.
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the 4 armed grievous does not actually have 4 arms. the secondary pair of arms is produced by a nifty trick using special lightsaber hilts, iirc
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Getting those 4 Arms to work without a new skeleton and new animations will be difficult, if not impossible, but I'm looking forward to seeing your attempt on solving this problem.
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If you did, what I think you did - you should have a massive problem with dismemberment on that model.
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@@Tompa9 I'm not going to install Blender for this. I don't use Blender.
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@@Tompa9 discovered this Thread just now, could we please see your "fixed" Hierarchy? I have a bad feeling about it from your description.
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If you want more test Materials for your floors and Walls @@DT85
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So, I took a look at the model and I have a few things to say about it. It looks really good on those screenshots your provided and at first I was really quite impressed with how good it looked for a first model. Upon Investigating the model in Modivew i realised you knew exactly from which angles you could show the mesh to not make the flaws it has obvious, like the flat side projection you did for the UVS and therefore the textures. I know you can do better than this, next time learn proper UV Unwrapping and spend some more time texturing the model. The Mesh itself has a few holes that should not be there and a lot of funky topology. Picture of one of these holes, in the bottom of the trigger guard. and the funky topology: try to remove every vertex that is inside a flat surface. You could decrease the vertex and therefore the tricount of this model by approximately 50% [sharedmedia=tutorials:tutorials:177] Take a look at that mini guide I wrote a while ago, and see what you can make from it. I'll keep an eye on your work to give you that push in the right direction
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That's not correct either, not having any sort of hard edges or additional geoemtry in your mesh produces a wild amnout of gradients in your output normal maps, which tend to be more difficult to get rendered properly in different Engines.
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You do not want to have no smoothing groups on your low poly mesh. That'd essentially make every edge on the mesh a hard edge, and to bake proper normal maps without artifacts you have to sepperate UV shells along hard edges on the mesh.
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I used .obj! Had some trouble with getting .fbx loaded properly in Substance before, so at some point I just switched to .obj.
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Why. Push your boundaries, read, watch and learn. Some Roadblocks we're afraid to hit are just speed bumps in reality.
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@@Scoopers exporter has other flaws that need to be fixed first. Like the Lack of LOD Exporting and randomly split edges across the mesh, if I recall correctly. It's been a while since I used it. EDIT: here's something I prepared for @@SomaZ yesterday: https://www.dropbox.com/s/9oy1fxh00s3zxh3/JKA_GL2_TestMats.rar?dl=0 These are 10 Sample Materials from Substance Designer 5.6 exported for GL2 and my fanned cobblestone Material: https://www.dropbox.com/s/9ygrfzaqme430xd/cobble_GL2.zip?dl=0 All of these are setup with a heightmap in the normalmap alphachannel for parallax mapping.
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I for one don't even use Xnormal. I like to keep everything nice and tidy in one software. I bake and texture in Substance Painter and if required I transport those baked maps into Substance Designer to process them, which I usually only do when I used a skewmesh for baking. I guess could move my worldspace normal maps into Xnormal and convert them to tangentspace maps there - which should get my work in sync, unless I'm missing something, right @@Almightygir? @@minilogoguy18 It's not just a matter of reexporting. I have to retexture your ST entirely. I might create a proper Highpoly this time and update the UVs for the lowpoly.
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@@minilogoguy18 because I allready have more than enough WIPS running. I also have offered to help with some textures in the past.