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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@DT85 summoned me I myself prefer the metal/roughness workflow BUT there is one thing the metalroughness workflow fails at - iridescence, which we probably won't need too often anyway I second this, unless you have a lot of mid values in your metallic map you won't see artifacts around material transitions That specular value you set there is most likely used as a base specular value for dialectric materials. a conversion from PBR to legacy textures is easy to perform since you can get everything you need from your bakes and created PBR maps converting PBR metal/rough to pbr spec/gloss is also no problem at all - reverting that is a bit more difficult. But converting legacy textured models to PBR is a pain in the butt, you have to cancel out all lighting information from the image which can be difficult to do without destroying detail or the base color value an automated process will surely cancel out lighter or darker values but may also lose things like dirt or scratches in the process. there also isn't anything that tells your automatic converter which parts of the texture it's looking at are metallic and which are not it simply can't be automated with just the pure legacy maps to work from. If you went ahead and hand painted a metallic map forthe legacy objects it might be possible to create something semi useable. I'll put something together that illustrates the differences between the 3 discussed systems in a minute Edit: my substance material for converting PBR to JKA materials is not yet perfect, it needs more testing and tweaking until I can say I'm happy with how it turned out If anyone wants to try it with his meshes pm me, it works as a smart material in substance painter or as a node for substance designer which also makes it useable in the free substance player
  2. first ingame test, really happy with the spec map EDIT: skin variations I'll ship
  3. shameless double post after all those adits
  4. oh, yes indeed I thought you said vert count here's what I could chop him down to without visible difference EDIT: another 285 tris down still little to no visible difference EDIT2: let's see if I can get to 7k vertices and 8.5k tris EDIT 3:
  5. yeah indeed, I'm trieng to chop him down wherever I can I got a 50% increase from the darn smoothing splits
  6. still has tons of clipping issues and is in dire need of LODs, click below for a small extra
  7. the 501st paint job: may have to decrease the glossiness of the main material again I alsoadded some detail to the shoesoles, some nubbed rubber grip pads EDIT: a imgur gallery with further pics
  8. ofc - I'm still seeing some slight flaws which I want to fix
  9. first pass on texturing, will make the armor a bit more glossy aswell as adjust the dirt in most places @@JAWSFreelao @@Barricade24 EDIT: I have no clue why it suddenly looks so wet O.o EDIT 2: seems firefox won't load the roughness maps properly...
  10. May the 4th be with you!

    1. Cerez

      Cerez

      May you grow as hairy as a Wookiee, and may you fly a Millenium Falcon. B)

    2. Archangel35757

      Archangel35757

      So is May 6th... "May 6th get their revenge" day?

  11. blocking out basic colors for the ID map and bump detail
  12. progress has been made! each color represents a different UV set arms & legs share the same layout, but can be mapped to different versions of the maps
  13. @@eezstreet it was made for that I gave DT my scene back in the day and he was gonig to add first person animations to it
  14. https://www.youtube.com/watch?v=xQsjdkHK-Ss&feature=youtu.be
  15. @@Langerd it's the way vertices work - their normals are calculated per vertex and along mesh seams you have duplciate vertices, so the vertices on either side get different results for the equation they derive their normals from and therefore have different normals and unless you tell a vertex a specific normal direction it will calculat eit'S normals from the surrounding faces
  16. @ I know, that's what I'm trieing to encourage you to do
  17. @ Everybody has to start, you're taking the lazy way out by making excuses, I started modding when I was 12 and barely knew english at 14 I knew a bit more and started picking up stuff from tutorials without having to guess what >50% of the writtens tuff meant Just go and try, I'll help with the shader stuff and all you have to do is edit Barricades textures a little so stop the
  18. please go take a look at my old mods looking back they are super shitty but I learned a lot from being shitty, just by looking at the games original assets, stuff made by others and a lot of messing with stuff as in "If I change this number, what does that do?"
  19. @ maybe you should consider changing the reflection image I see a 3-4 layer shader -chrome environment as a base -texture detail as an overlay -masked out "not shiny" areas of the texture to hide the chrome parts (-potential 4th layer cotnaining the eye glow) maybe altering my Teamskin shaders from Solaire could get a decent result - if you get the right textures to go with that
  20. @ if you manage to describe what you want and show me your current textures I might be able to help you EDIT: after taking a look at the pictures I can say it's possible
  21. soem dark souls 3 PVP I recorded, pm me if you want to duel https://youtu.be/jkhbYNrw3BI

    1. Bek

      Bek

      I was gonna ask you if you were enjoying the game, apparently you are lol.

    2. katanamaru

      katanamaru

      If I had internet I would!

      \[T]/

  22. @@Langerd exactly Edit: read this http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial I successfully used custom vertex normals in JKA
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