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AshuraDX

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Everything posted by AshuraDX

  1. spent too much time playing games @ no progress has been made
  2. @@minilogoguy18 - I'd rather have it split up as you have it in softimage EDIT: the mesh you pm'd me has a hole in the back: https://gyazo.com/577f187dd0bfbbe826f4bed44207a9ba EDIT: lookig at some ref pics from therebels show it appears that the topmost leg joints are spherical http://vignette2.wikia.nocookie.net/starwarsrebels/images/f/fd/Rebel_resolve_58.jpg/revision/latest/scale-to-width-down/640?cb=20150218091841 http://vignette3.wikia.nocookie.net/starwarsrebels/images/e/e7/AT-DP-6.png/revision/latest/scale-to-width-down/640?cb=20141014122036
  3. I can automate 90'% of the process so it's not a huge deal I will also take my time texturing this - so feel free to start animating beforehand I plan to make a proper(ish) highpoly for this, I have a few ideas for things I'd like to try out
  4. @@minilogoguy18 let me uv unwrap it - that way I can save you time and save me time adjusting stuff to my preference
  5. @@Langerd that's what I'd do in max aswell, or I'd use a bend modifier+ffd
  6. @@minilogoguy18 give me the lowpoly and I'll see what I can do. take these for further reference: http://starwarsrebels.wikia.com/wiki/All_Terrain_Defense_Pod/Gallery
  7. @@Psyk0Sith theres a shader option that offsets each surface slightly, it's used for decals in maps. Maybe check that out, could be the key to fix the z-fighting.
  8. worktime is worktime
  9. submit it here, probably add different color skin options - I'm sure more people will have a use for this. also: why did you make your own color texture? The game has 6 flat color textures in assets1.pk3/textures/colors/ models/players/greenscreen/diffuse { q3map_nolightmap { map textures/colors/green rgbGen identity } }
  10. alternately try @@Archangel35757's .xsi importer I think I included my root.xsi aswell
  11. @@Psyk0Sith get my turntable model, and use the skeleton from the included max scene, then export& compile it against my turntable.gla that' should be better suited than the default humanoid.gla
  12. @@Psyk0Sith I take it you're allready at it?
  13. while this is not a bad point at all, it greatly impacts the readabnility of the thread and might siminish the chance that people with a similiar issue will find a fix for their problem here.
  14. I love it! Brilliant work! Especially those eyes, really impressive
  15. can you enable the wireframe overlay/edged faces option? (should look somewhat like this http://i.imgur.com/5RO0hie.png) also show me the UV layout/textures right now it looks like soemthing that could be fairly easy to optimise
  16. show a picture of the model you are trieing to get ingame and I'll tell you weter it'S more time efficiton to try and optimise this thing or start over
  17. those are some damn deep cavities there, I'd suspect that to be a problem with the automatically generated normal map @@Xycaleth maybe you could introduce a 1px blur for the normal generation to avoid these overly sharp details
  18. I spent the past few months concepting a new Customiseable saber while working closely with @@redsaurus to introduce a few new features These are mostly based at Hilts from the movies, I'm sure you allready recognised a few of them, while 2 are inspired by TFU and one is a mix of random influences. 2 example sabers: New features will include: -rgb colored ares on the hilts -saber color matching areas -variable dirt ( "all" I need to do is texture these. In order to save some time with that I'll go ahead and produce basic ID masks for each UV layout, these would later allow me to automise msot of the texturing process in substance painter A ID mask is made up of simple colors, each color represents a different material, here are some examples: example example 2 if anyone is feeling up to helping me out with creating these I could spend more time developing the materials that will be applied based on these ID masks. so lemme know if you want to help! I'll create a color key table later so that all ID masks share the same colorMaterial key.
  19. https://www.youtube.com/watch?v=d-VVnhwB4Gw
  20. what about your bioshock map?
  21. the mask needs a retexture, the textures are so low-res in comparison to the rest of the model
  22. @@Circa not atm allready have too many projects I want to finish
  23. nobody reads replies properly these days...
  24. I'd assume that means no shaderlights at all?
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