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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. Would anyone be interested in watching me stream the texturing process of my clone model?

    1. Show previous comments  9 more
    2. Darth Sion
    3. AshuraDX

      AshuraDX

      lol. you just bumped a 20 day old status, thanks for stalking my profile m8 :D

    4. Darth Sion

      Darth Sion

      No problem.. "Rorschach"!

  2. Moved it to the appropiate forum @@Xanemus
  3. @@Barricade24 I'm sure I could make room for it, but it's a tedious process seeing that it is aligned exactly like the other, just rotated 180°, working with it shouldn't be a problem.
  4. Updated: new texture sheets: http://imgur.com/a/2Qj8M @@Barricade24 whatcha say? better?
  5. pretty much that, but I'd not recommend erasing - instead use masks/alpha channels for this
  6. Texture resolution is about the same as the old low res model The armor straps on his shoulders have been left unmodeled, I can add them back in if you want them though
  7. So I plan to create a 2 layer helmet this time, you'll basically have a copy of the mhelmets front faces pushed in a tiny tiny bit. So by using an alpha map/transparency on the main helmet texture you can reveal any shape of visor you want - without sacrificing looks for the visor
  8. @ In don't use blender so I can't tell for sure what went wrong, but what i'd try is select everything and then export the modle again, maybe you had only a part of the model selected and blender only exported that piece.
  9. he's unwrapped and I did a "first" bake: 2k - entire Body 1k - Helmet 512 - Hands I still want to change a few things on the body layout, this is your chance for feedback/requests on these new layouts @@Barricade24 @@JAWSFreelao @@yeyo JK
  10. @@Langerd sure! You're free to use all of my stuff, told you that before
  11. new lowpoly is done. a fair bit lower than the old one, gives me some space for accessoires, but first on to UV unwrapping
  12. @@Barricade24 Your line is skewed in relation to the UV shell The UV shell is slightly rotated, I can fix that easily. I expected something different
  13. LODs didn't help me, I had a reduction to 25% vertex count on the lowest of my LODs scrolling back and reading thorugh this thread would also have revealed that
  14. run back a few pages and you'll see
  15. can you show an example for this line problem? I'll unwrap the shoulder pad differently then but I I'm afraid there is no "perfect" way to make it work, you'll either get cuts in the unwrap which you'd have to deal with or funny distortion - to me neither of them is a problem since I paint in 3d space straight onto the model. I can do that for the belt packs I'm not going to deal with accessory requests just yet, this version of the clnoe model will be "exactly" what I released before, just far more optimized with less room for clipping
  16. Clone skinners assemble! @@Barricade24 @@JAWSFreelao I started remodeling the game model for my clone. This will result in different UV maps. I'm doing this to decrease the strain it put on the game engine which will in turn give me a budget for Accessories and other Helmets. This is your chance to suggest any wishes you had for changes on my model.
  17. @@Jeff I'd recommend starting with some simple weapons try a few light sabers for example, maybe remodel your favorite jka hilt
  18. Nice to see someone using my Turntable !
  19. not shader related, just horrible weighting work I guess
  20. Damn Han got a nasty sunburn it seems
  21. Substance does that quick and reliable for me, even in a non destructive matter. I can simply update one of the 2 maps and it will autoupdate the combined one.
  22. Still too many, especially considering that i's missing hard edges and has to be unwrapped for texturing. I'd assume it to go up to 4.2-4.8k vertices All in all vit's not bad for a first model though
  23. way too many sides for JKA, redo it with a 12 sided cylinder at max!
  24. not the new ones though
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