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AshuraDX

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Everything posted by AshuraDX

  1. 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
  2. @@Psyk0Sith the feature is in place, I'l have to load a custom reflection gradient to make it look good though
  3. 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.
  4. https://jkhub.org/files/file/2893-ashura39s-dc-15s-blaster-carbine/ it's out!
  5. Version 1.1

    2,340 downloads

    I just had to make a matching blaster for my clone model, so here it is! comes complete with new effects, sounds, UI graphics and a new descrition text. If you're not using OpenJK it will most likely crash when used with my clone model in Singleplayer, this was not tested though
  6. outfitted with new blaster sounds by @ I finished the effects for the DC15:
  7. an update, click image for the full album did some optimization to reduce the vert&tri count aswell as started on new effects, looking for good blaster sounds atm so if you have something, let me know!
  8. @ Scerendo not saying anything is "wrong" with it, I just realised that I can use it way more flexible in painter than you could use it in player - and decided I'd add a feature to give you more flexibility too
  9. 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
  10. should just have used Girs spec map isntead of making a new one
  11. @@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
  12. @@Some this helmet is final I do plan to add alternate helmets in the future
  13. time to redo the currently converted skins, eh?
  14. ...NO just NO do this instead: pen the minecraft skin then in photoshop go to "image>image size..." and a window like this will pop up: set it to nearest neighbor/preserve hard egdes and then resize the skin to your desired resolution also interesting for you @, don't do it as @@Zappa_0 suggested
  15. there's an optino to preserve pixel borders while resizing images in photoshop and I'M sure gimp has something similiar then you set r_texturemdoe to GL_NEAREST ingame to avoid the games texture filtering from blurring the skins slightly
  16. it even has a sombrero! (don't ask me why, DVG94 requested it)
  17. there is, the uv coordinates are similiar to those from older minecraft versions - skins for Minecraft 1.8 and past are not supported this is the layout my model uses: http://1.bp.blogspot.com/-GU5DI222uYs/TnRzeBVQbFI/AAAAAAAAAEM/CNnJ1OeBF9s/s1600/skin_standart.png +armor parts and cape EDIT: here's a example shader: models/players/mcraft/char { q3map_nolightmap { map models/players/mcraft/char alphaFunc GE128 blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } }just edit this to match each of your textures and copy/paste them all into a new .txt file and name that *******.shader @@Zappa_0, @@Langerd you also want to type this into the console when using any of these: "r_textureMode GL_NEAREST" this will prevent the games texture filtering from "blurring" th textures, this will degrade the look of non-minecrafty stuff though
  18. the nintendo DS version of lego star wars 2 had them as playable characters but I think they only had generic lego sounds
  19. @@Sovietskiy Partizan let me see the bump and the converted normal map - maybe they can be improved
  20. @@Xycaleth the grid I'm seeing there reminds me of mudbox, @@Sovietskiy Partizan I guess you loaded the model into mudbox and started painting in the bump channel and let mudbox export that as a normal map?
  21. @@DT85 well by chopping the tricount down by about 30% I did exactly that
  22. I messed around with dirt while texturing but in the end decided to remove it, @@Archangel35757's post is pretty much what I thought
  23. ingame, time for effects
  24. yup have to scale it up slightly, have some trouble with getting the darn viewmodel working atm
  25. the size looks good to me, any objections?
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