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AshuraDX

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Posts posted by AshuraDX

  1. Both of course! :P

     

    In all honesty, for a proper 'dirty armor' feel the best way is to create a clean version first anyway and then scratch-dirt-blood it up to heck in Photoshop. So if you wanted to create battle-worn version you would pretty much have to create a clean one anyway.

    Or you use fancy software, setup a procedural wear effect and have it wear your paint while you're painting, then finetune in a second painting pass ;)

     

    Can be doen in gimp and photoshop aswell, just takes a bit more work to setup :D

     

    EDIT:

    01877aabb4e5b7332a00c5a8fc24ae28.png

     

    this was produced by applieing various different filters and adjustments to the curvature map of my clone models torso.

  2. Well isn't it ok if I put it in link in the forum?

    putting a link here won't save you from trouble if a any company sues you for violating their EULA/Copyright by spreading their content for free.

     

    But JKHub.org remains mostly uneffected in this case since we're not hosting the file.

    Bek likes this
  3. @@Seven do you have normal maps for the TFU heads? if you do you can use them to improve the currently very flat look of the textures.

     

    To do that get Xnormal first, once you have that export the head you ported as a .obj (hair and what else mgiht use the same textures included).

     

    Open Xnormal and go to Tools and look for the Object/Tangent space converter, run that and load the exported head as the lowpoly mesh, load your normal map as the input normal map and set the converter to "convert tangent space to object space".

     

    if done correctly it will produce an image that looks similiar to this.

     

    if you have that, open the head texture and your new object space normal map in Gimp or whatever else you use for skinning, first take a look at the Object space map.

     

    Disable the Red and blue Color channels (leaving you with the green channel), you should see that the upwards facing areas are lightly colored while the down facing areas are dark. Select everything and copy this over to the head texture (on a new layer)

    set that Layers blendmode to "soft light" and decrease the opacity to about 60%

    Now you'll do the same with the blue channel of the object space normal map, copy it over to a new layer and set that layer to "multiplay" and about 30% opacity, this should darken the backside of the models textures.

     

    sounds doable?

    Seven and yeyo JK like this
  4. By the way, @@Seven. Would you mind doing a fix on this Samurai Darth Vader that was made by dark_apprentice on here? The only issue there is on this model in the game is the crest on his forehead. And can also you remove the flag on it's back so it would be optional to use him with or without the flag? Samurai Vader Download

     

    tumblr_o7x4g8zFxR1s7zy0eo1_1280.png

    If my theory about what causes this is right, a shader with the line "cull disable" or "cull twosided" should be able to fix it.

     

    Just identify the texture that's used for the crest and if it allready has a shader add the line to the entry for the used texture or if it does not have shaders:

     

    create a new folder "shaders", in that create a plain text file (.txt) and write the following in that:

    models/players/"modelname"/"texture"
    {
        cull twosided
        q3map_nolightmap
        {
            map models/players/"modelname"/"texture"
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
    }
    

    Just replace the "modelname" with the nme of the folder that holds the samurai vader skin, and "texture" with the name of the imagefile used for the crest.

    KyleKatarn1995 and Seven like this
  5. Sorry if you had already mentioned those "issues" were gonna be fixed down the road, i found it strange that you'd let them slip through. I don't use substance but it looks like its baking a spec map and overlaying it on top of the diffuse, pretty neat feature.

    Not exactly, I'm processing a channel from the wsp normals through 2 different Gradient maps, mask the second gradient using another channel and finally set flat areas facing along the base axis to 50% grey.

     

    My smart material eats PBR(Albedo, Metal, Roughness, Height/bump) maps and a bunch of baked maps (AO, Curvature, WSP Normals) and spits out a Diffuse and a spec map for JKA. Being a Smart material it offers a ton of Input Parameters for you to adjust stuff as you see fit.

     

    To handle Skin it can be fed a Thickness and an ID map, if the skin option is active it'll add some fake SSS and tint the baked lighting for the skin areas slightly using to 2 variable Blood and Shadow colors.

     

    The biggest problem atm is handling non metallic areas in the spec map, but I think I can fix that by adding an additional input that takes a base spec map that contains specular base values.

     

    About the models issues:

    I did not mention them here before, I wanted to get a first Release out for the community, as I figured that since I plan to add new stuff anyway I can allways go back and do a few fixes

    Psyk0Sith likes this
  6. Really like these, a lot of care went into their creation and it shows.

     

    -My only gripe for the blaster is the lack of specularity painted in the diffuse. Looks like a cement material instead of shiny plastic, you have to "push" the diffuse in older engines and paint light / cast shadows too, AO alone won't work as good unfortunately.

    -Is there any reason why the utility belt on the trooper is not fully weighted the pelvis? It seems kind of odd to have those hard shapes deform like rubber.

    1. yup, I have a bent normal map overlay in there, but it's not enough. The textures are converted PBR materials I sent through my substance material, which in essence does this, while offering a few more features. It actually has a feature to produce a sort of metallic specular reflection, but that is currently locked to the y-axis as it was mainly intended to be used for sabers, here' an early WIP shot of that feature - tested with one of @@Rooxon's sabers. Adding an option to ick the base axis for the reflection is on my to-do list for this smart material.

    2. it was skinwrapped, I'll fix it in a next update. I allready amde the bottom halves of the boxes rigid by weighting them exclusively to the pelvis, but didn't want the boxes to clip through the torso too much so I kept the top vertices slightly weighted to the lower lumbar

     

    Edit: If you happen to use substance painter and/or Designer shoot me a pm and I'll pass you the material for testing.

    Psyk0Sith likes this
  7.  I don't blame, you did an amazing job nevertheless.

    In any case, if you ever feel like changing your mind the most noticable grip is the headshape being too eggish.

    ohwell.jpg

    that could have happened while chopping down the models geometrical detail (both versions are a reduced version of the model I worked with while texturing)

     

    EDIT: @@Some I just moved the clone blaster model we're hosting to your account, are there toher files on JKHub you made? if so I'll move them from the JKHub account

    Some and Archangel35757 like this
  8. @@Scerendo I think you mgiht want to go in and edit the levels on the AO for her body scarf thing

    you have some insanely strong, deep shadows there that one wouldn't expect on a piece of cloth like this

     

    in Substance Painter I could mask the scarf to a sepperate instance of the smart material, I might go ahead and create a improved graph version with 3 maskable instances of the material for you

    Scerendo likes this
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