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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. If it's a zbrush model it's likely not going to be game ready at all. The Polycount will blow the roof.
  2. I might still have my old star destroyer model if that'd be of any use for you. It's fairly lowpoly, has crappy textures and is modeled after blueprints I got from Wookiepedia. Could be useful as 3d reference while you build your brush model
  3. None atm, I need a break from modding every few months only to come back supermotivated and dishing out tons of new models, as you guys may have noticed. 3.5 characters, a new HUD, a few Weapons and a turntable model this year alone. I'll probably be back to modding early next year
  4. how about using noesis
  5. @@DarthStevenus I'd follow the weapon lore of JKA and exclude illegal weapons from the weapons stockroom
  6. Oh, great! Didn't know blender could do that @@Archangel35757 that would have been a little complicated, don't you think?
  7. I don't know what you did while texturing this but it is apparent that you either got horrible UVs or did something messed up while texturing. If you gave a step by step explanation of what you did, I should be able to figure out where those artifacts come from. I have a couple of theories. EDIT: nvm the step by step explanation, a look at the matcap version shows that you have a pretty borked normal map, can you upload both your low and highpoly meshes for me to take a look at? Or even better send them on Discord. @@Rooxon I bet you remember this
  8. @@Ramikad Blender imports all animations aswell? Just moving the model_root node in the .glm won't do the trick
  9. you need to add a twosided shader to that coat, the new textures and head look fantastic - as usual!
  10. @@bert just a swift look at the model in modview revealed to me why it levitates once you scale it down: The model_root object is not level with the eopies feet. This is the center for any sort of manipulation done to the model, it rotates aorund this point and it scales around this point! I'm afraid this won't be an easy fix, unless someone here could import the model with it's GLA and change the position of model_root in all frames of the GLA. here's the same object highlighted on the Tauntaun:
  11. Can you send the model to me? I'd like to try something or maybe find out whats keeping it from working
  12. Only thing I've seen was Helms Deep
  13. has to be done via the .veh file, I'M not sure what coudl cause it to levitate but I'd assume there is another line in that .veh file you'll have to change
  14. Try not to go Overboard with this, too many different colors are uneasy on the eyes and can kill the mood rather quickly
  15. @@Jeff by removing your Links you are playing right into the hands of these dipshits. Now people looking for your stuff will download the versions they uploaded. So get those Links back up, if I reacted this way everytime someone reuploaded my content without giving credit/claiming they made it I'd have disappeared from the JKA Community long ago On a side note, in your place I'd not complain about someone stealing "stolen", ported, content. To me it seems to be the nature of things Edit: Alternately, you could make a cut here and begin uploading exclusively your own, custom work from now on - which I'd be interested in, it's allways nice to see new Talent unfold!
  16. SomaZ is very ambitious about this, and i'M doing my best to help him achieve some of these effects
  17. I'd expect it has to do with bad hierarchy, and with the arm still being weighted to the other sides arm bones.
  18. This guy is amazing
  19. Seeing that it will be an Underwater base this probably won't happen in the way you imagine
  20. Or replace the lighning .efx with a blank one and add in the lightnnig effect via animevents files nut sure wether that works, but it might
  21. @@Bek I have a feeling you might enjoy this:
  22. yeah, the marine would take a new model, I doubt i'll commit to that so soon.
  23. these will be FAR different from anything you guys have worked with so far, you won't be able to just save these files and use them in JKA. these will have to be run through my converter substance which runs of the free Substance player app, but I'll write a guide on this later Phase 1 clone is planned, DC15 will be considered But first I want to create the BF2 class variations and release the first version of my clone customisation pack
  24. I'll just leave these here: Took some creative liberty with the glove texture, spent a lot of time improving the glove and Bodysuit textures Took some creative liberty with the gloves and added some rubber grip padding to them I'll also go through the trouble to organsie/structure these into useable files for you guys: 35 psd files which I'll condense into 3 psds + my baked maps EDIT:
  25. reposting my former status update: Would anyone be interested in watching me stream the texturing process of my clone model?
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