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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@Omicron indeed, I can't wait to hear what their new stuff will sound like
  2. aaah crap, then I have something to change once more
  3. something you could try: throw your lowpoly into xnormal as both the high and low def mesh and let it bake a Bent normal map once you have that: take the green channel and apply it ontop of your layerstack with the blendmode set to soft light, try 60% opacity and tweak to your liking take the blue channel and put it ontop, then set its blendmode to multiply, I'd suggest starting with about 30% opacity
  4. wow when i first saw Kanan I thought "Hey that dude looks like a younger Rahm Kota" they've got to be kidding now....
  5. kinda surprised that this hasn't been posted yet
  6. started the belt
  7. if you'd like me to take another look feel free to send me the model again, I can see a fe badly triangulated areas make sure to avoid more than 4 sided faces
  8. updated the torso mesh, the model @@Ruxith sent me helped a lot: scaled the lowpoly helmet to fit: https://i.gyazo.com/2bbe69e1f4b8e789c363e92d89bafe62.png https://i.gyazo.com/7896fa3239930e87cb9fbd58ac37aff3.png
  9. @@Ruxith do you have the normal maps and everything that belongs to it? just installed TFU to take a look at him, I'll report what I think of it and wether I want what you have, thanks ! EDIT: it'd be great if oyu could pm it to me, thanks!
  10. thanks @@Barricade24 ! EDIT: damn there are really few scenes with closeups of clones I think I have to install TFU and take some ref shots of the phase 2 clone costume in there
  11. not exactly, some minor differences in the boots, leggins and arms
  12. high poly torso
  13. if anbody here who wants to help me owns a bluray copy of EP3, please get me some good screengrabs of clones from various angles - I mostly care about the simple "non special" troopers for now just basic clone armor, paint job doesn't matter it's only the shape I need also:
  14. lowpoly was updated: still only temp textures
  15. @@Scerendo in that case you could probably work with dummy meshes for r_hand and l_hand
  16. @@JAWSFreelao Arms and legs will share a single texture map. but I'll organise it so that you'll have the arm related parts on one side and the leg related parts on the other - so isntead of having 2 rectangular maps we'll have a single square map. I just retouched the model: still have to adjust the lowpoly, but I'll leave that for another day
  17. @@Rooxon why not keep both? make a new v2.0 thread
  18. Maybe start a new thread to keep it clean
  19. @@minilogoguy18 I currently don't have rend2 setup, but I could prepare some rend2 materials, just pm me a link to the model
  20. I could probably help with a few level textures if you show me examples of what you need You may also use everything I released thqt you find useful
  21. @@Barricade24 @@JAWSFreelao What would you guys prefer? A single larger texturemap for the armor pieces or the split setup I suggested earlier? To all the nitpickers: in 2 days I'll commit all changes you pointed out so far and will begin working at the other parts of the basic suit to give you guys time to examine the updated helmet.
  22. As far as I know there is no vertex/poly limit for ase meshes.
  23. Well since I have changes to make anyway it doesn't matter how many other flaws you guys find, it's the uncontinuos stream of tiny adjustments that is annoying - I think that every major flaw should be pointed out until next Sunday and that's when I'll get back to work
  24. yes, with the loads of possible variation in torso meshes I thought it'd be wise to split the torso and leg uvs.@@ChalklYne whz did everyone have to wait until after my 24 hour break with crits regarding the shape - now I have 2 meshes to alter and a UV layout to rework which is quite annoying....but oh well I guess I'll see about those changes once I'm back home @@Scerendo none that I know of and yes, everything you see was done in 3ds max
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