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Everything posted by AshuraDX
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I was referring to the head, which is the only piece ported from TFU @@ChalklYne which is what 3dripper could have messed up if it was used the rest works fairly good in JKA as it is - it's the body from Kobras old starkiller model
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that's bullshit! it's triangulated but the polyflow is intact, all essential loops are in place and the mesh is structured quite nicely so it could deform perfectly fine. quadrangulating and reducing the polycount without messing up the UVs and normals would also be possible. so yeah, this part of your post was bullshit.
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you once again tried to merge everything into one piece and used way too many sides for your cylinders. use a maximum of 10-12 sides for each cylinder and use overlapping sub objects instead of extruding things like those "side boxes" try this: [sharedmedia=tutorials:tutorials:177]
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^and old, somehow reminds me of prof Farnsworth
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haha, looking not too bad otherwise, give me a wireframe pic once you deem it ready
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is the ear just a seperate model you stuck on there xD? sure looks like that
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no scoping and just going for headshots or body shots with a rage buff... good old times
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a quick and dirty texture test: dirty might not be the fitting term since this thing is currently completely clean, not a single scratch nor the slightest bit of dust can be found here atm I plan to include color variation for the glowy things, so you can have it match your sabercolor I tried to setup my sketchfab material to resemble JKAs renderer as close as possible, meaning no normal maps and a fixed glossiness value, not too happy with the specularity but oh well, can't have everything
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game mesh done I had tagged you, was a typo which I fixed in a later edit ^^U
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that wouldn't be a problem at all
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tiny update top is old, bottom is new
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I needed to see soemthing different than pictures of Clone armor... decided to take a stab at a Lightsaber Hilt @@Rooxon wanted me to tackle @@Kalmar, this should please you:
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now zoom out until the model's size onscreen is about the same as it's onscreem size ingame - can you see those changes clearly? could you tell wether it's a texture or modeled? consider this when adding detail if it can't be seen - leave it out
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yeah, noticed that aswell since I oculdn't get a good angle that clearly showed the seams and detailing on the shoes from "official" sources I had to base mine at a few pics of cloneboots someone makes (he even sells them) http://www.thedentedhelmet.com/f45/leather-clone-shoes-my-own-pair-progress-36985-post519155/#post519155
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I think you just need more practice most of these last changes required very little to no work and I use the Graphite freeform tools in max a lot, try them
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update time! I left out some more details here, planning to bring them in while skinning
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@@mrwonko for the handful of people willing to actually learn blender that plan to create content for JKA this could be immensely helpful I use custom normals to hide dismemberment seams from my meshes and have some toher stuff in mind I want to try... http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial
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Try modeling, it's very effective
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@@mrwonko, @@Cerez I jsut stumbled across something to fulfill your normal editing needs: https://www.blend4web.com/en/article/131/
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@@Xycaleth just gimme a shoutout once you have everything planned
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^can do that for you if you need me to
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I think the misisng details on the elgs and that last belt pack will be added in texture only
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ugh hope this belt looks allright to you guys EDIT: started the Leg armor
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oh yes, indeed that song let me discover in flames if you like In Flames you might want to check out Rise to Fall