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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. 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.
  2. 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
  3. 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.
  4. 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,
  5. 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
  6. The Shader does not fix the issue, it hides it by rendering all faces/tris as doublesided which decreases performance for the model.
  7. 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.
  8. 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!
  9. 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?
  10. @@Psyk0Sith alternately you can send them my way and i'll see what I can do
  11. 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".
  12. @@Circa added an option to the poll
  13. Yes, completely disallowing these threads is another option, and if you follow my suggestion that we close Threads that do not meet the criteria
  14. 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.
  15. Neat, is Toolbag 3 out yet? Edit: I need it. Gonna buy it with my next paycheck.
  16. Allready looking forward to the flood of Frankensteiners going "Y it luk bäd?" After realising frankensteined JKA models won't cut it for GL2.
  17. 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
  18. 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.
  19. If you did, what I think you did - you should have a massive problem with dismemberment on that model.
  20. @@Tompa9 I'm not going to install Blender for this. I don't use Blender.
  21. @@Tompa9 discovered this Thread just now, could we please see your "fixed" Hierarchy? I have a bad feeling about it from your description.
  22. If you want more test Materials for your floors and Walls @@DT85
  23. 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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