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Everything posted by AshuraDX
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@@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
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@@Rooxon why not keep both? make a new v2.0 thread
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Maybe start a new thread to keep it clean
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@@minilogoguy18 I currently don't have rend2 setup, but I could prepare some rend2 materials, just pm me a link to the model
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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
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@@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.
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As far as I know there is no vertex/poly limit for ase meshes.
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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
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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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@@ChalklYne messed up normals on the left hand EDIT: @@ChalklYne check the bag on his right leg too
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@@Barricade24 got another 2 hours to work on it today: still only temporary textures new uv layout aswell: Edit: one last update for the next week: changed the geometry for the side pieces, giving them a much smoother appeareance this time with normal maps applied for @@eezstreet
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nope, I could ask him about that model but I guess he'll just be annoyed
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@@eezstreet - yes it does rend2
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@@JAWSFreelao you guys will also get access to these: http://imgur.com/a/vNfxX Which should prove useful while skinning, I'll also prepare something to help keep the reskin quality at the level of my original textures. Basically a skin generator that takes bl&wh decal inputs and the masks them onto my existing textures - the generator will give a high level of control over wear, dirt color and a few other things
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before I disappear for a week (holiday in northern germany) I'll show you a preview for the game version of the helmet the textures are definitely not final - just a preview and the model has a few gaps atm and for you skinners, I have a preview of what the UV layout will be like: the visor is on a sepperate texture map, as requested by @@Barricade24 so some of the empty space on this helmet texture map will be filled with uvs for random extra parts, like binoculars and what else I'll find I plan to use this distribution of texture maps : torso & hips - 1024² Helmet(s) - 512² Visor(s) - 256² right arm & leg - 1024² left arm & leg - 1024², could use the above if your details are symmetrical Random accesoires - a few 512² or 1024² maps
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I also just noticed that the hands look tiny - go ahead and use mine, they are posed perfectly for the JKA skeleton - all you have to do is import my basemesh, upscale to 156.25% fromthe world origin and everything should be in place
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@@ChalklYne you could really round off that body, you're trieing to stay lowpoly, which is good - but you shouldn't stay too low either, because that will reduce the possible quality a lot
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@@ChalklYne do it like this: take your sketchfab link -> https://sketchfab.com/models/69d90a1c9c0d4b75b433cd1ad53f27e2 then put the highlighted ID number inbetween sketchfab tags [sketchfab]69d90a1c9c0d4b75b433cd1ad53f27e2[/sketchfab]and voila you embedded your model
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feel free to use it
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updated the sketchfab link, gonna call it a day
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a few Years ago I said I'd make a enw clone model, guess what - I'm finally at it before you ask: yes I will eventually have all clone versions done, but they will be released step by step in updates to the initial basic phase 2 clone There are plans for a Phase 1 clone aswell
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Real Life Models, Weapons and Maps
AshuraDX replied to Finalizer's topic in Mod Requests & Suggestions
https://jkhub.org/files/file/215-dark-streets/ https://jkhub.org/files/file/207-neotokyo/ some maps -
@@Scerendo looking at what you have now I'd say darken the leather base for his jacket but keep the worn areas in this color sme for the shoes, decrease the red and introduce some darker more blueish shades of brown (basing this at the references @ just shared) same for the red parts, darker and more saturated red in the less worn spots you could try multiplieing/overlaying your roughness map to add some slight variation o your diffuse, I have yet to try that myself though EDIT: maybe bake a thickness map to simulate a bit of subsurface scattering in your diffuse map, I think this video covered the process, just blend the effect into your diffuse instead of your emissive channel and keep it subtle https://www.youtube.com/watch?v=dQyQ-taR0Qs if whatever you are baking in has no support for baking a thickness map simply flip the normals of both your high and lowpoly and bake AO, that should do the trick
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@@Scerendo apply a slight gradient map to the skin areas on your prelight maps, blueish skintone for the darks and a slightly reddish skintone for the lights, makes a huge difference black&white blue&red EDIT: don't forget your curvature map aswell, set it to overlay and slap it below the light layers. Feel free to message me on Steam incase you catch me online