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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. 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
  2. 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
  3. @ 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.
  4. 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
  5. @@Langerd sure! You're free to use all of my stuff, told you that before
  6. new lowpoly is done. a fair bit lower than the old one, gives me some space for accessoires, but first on to UV unwrapping
  7. @@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
  8. 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
  9. run back a few pages and you'll see
  10. 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
  11. 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.
  12. @@Jeff I'd recommend starting with some simple weapons try a few light sabers for example, maybe remodel your favorite jka hilt
  13. Nice to see someone using my Turntable !
  14. not shader related, just horrible weighting work I guess
  15. Damn Han got a nasty sunburn it seems
  16. 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.
  17. 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
  18. way too many sides for JKA, redo it with a 12 sided cylinder at max!
  19. not the new ones though
  20. AshuraDX

    Test Maps

    there used to be a similiar mod on wonkos mirror, included a few more colors than yours and I've been using them for a while. good to see something similair here though!
  21. The base game model has a small shape to resemble the front end of the folded stock, whoever modeled the guns for jko and jka seems to have had little to no reference material or really wanted to keep the tri count low. I also think the grip could be a little wider now that I see it from the Front with the barrel attached
  22. Discord would definitely replace skype for me if more of my friends started using it. Discord is like Skype and Teamspeak had a baby with fewer nervous ticks
  23. the rails along the sides of the barrel are missng control loops for their caps (the C shaped ends)
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