Jump to content

AshuraDX

JKHub Staff
  • Posts

    2,319
  • Joined

  • Last visited

Everything posted by AshuraDX

  1. yeah, and they only cost you a good 100$ ! How awesome is that ?! ...Fucking EA
  2. haha, allright - what did you try to use @@Psyk0Sith ? Shadowplay, OBS or Fraps ?
  3. @@Psyk0Sith check this out : https://jkhub.org/files/file/1829-camsp/ for future presentation videos the fact that you only showed that droid from behind until now goes well with the Teaser Title so I guess it could have been intentional
  4. @@fabianvanhal Moved this to the appropiate subforum
  5. @@DT85, @@Langerd I'd suggest taking a look at this : http://steamcommunity.com/sharedfiles/filedetails/?id=316375622 that's pretty much what I do, except that I use a curvature map instead of those 2 cavity maps there isn't a "fixed" one and only way to do it - the best results are still achieved by painting (which I'm mostly to lazy for when working at weapons)
  6. @@Scerendo as far as I'm aware there is no trial version for substance painter but you could have a look at this : https://www.allegorithmic.com/products/substance-live
  7. that's A LOT better @@Scerendo ! give us some closeups of her face I can really recommend the Substance Suite it's far more flexible than the quixel suite but requires a bit more learning until you get the hang of it (atleast regarding Substance Designer, Substance Painter is fairly straightforward) EDIT : something you could try to make those folds look less pinched is apply a gaussian blur smart filter and mess with the blur intensity, then adjust levels accoridngly on the clothing parts EDIT2 : also - desaturate those fignernails and hue shift them away from that green, make them more blue - as seen here
  8. can you get me a higher res picture of that ? Or the model in .obj or .fbx if you can ? I'll check it for anything that sticks out and could be optimised once that's done you'll want to take a look at smoothing/ hard edges a video on that - he shows it near the end (only skipped through that video and don't use blender)
  9. @@Scerendo what do you use for texturing ? I remember seeing you say something about quixel ?
  10. any of my models ? Lol - nope ! my older models are horrible regarding optimisation
  11. @@Scerendo Just took a look at the model, great work ! but here's a few things that could use a touchup : Her eyebrows and lips look glued on - because they have these razorsharp transitions to the surrounding skin the face really needs some color variation - at the moment it looks like you only relied on your bakes and colored them using the hue&saturation filter in photoshop, or simply overlayed your bakes over two different flat colors, one for the face and one for her lip. Try introducing some different shades of blue around her cheeks, forehead, around her lips (and different shades of pink they eyebrows shouldn't be solid black too - atm they look like she took a permanent Marker and drew them on her forehead this will make her look less artifical and more like a living being It's not only the face that could use that color variation - you could do that for her entire skin the wrinkles on her clothes are very sharp for the most part and also highly contrasted which doesn't look very realistic, you should try to fade the overlayed bakes a little on her clothes. You could also add some dirt to some of the outfits. Looking forward to what you're cooking up next - or how Aayla turns out in case you decide to update her after my feedback
  12. just a theory here but are you trieing to run the single player executable and expect a feature from a Multiplayer-only mod to work in Singleplayer ? If that's the case you may be out of luck
  13. I have been summoned. Psyk0 pretty much allready said what I was about to write. I'd say redo the model - that will be way less work than bringing what you have right now down to an acceptable amount of geometry you could take a look at this "tutorial" I uploaded a while ago - it might help you keep the triangle count low for your next take of that model [sharedmedia=tutorials:tutorials:177] you can see some of the techniques put to action here : http://imgur.com/a/eGDMQ https://sketchfab.com/models/f58a4b0820fe4530a82f21bca6f8b96b this one has a lot of tiny details - but they are all textured on https://sketchfab.com/models/d42371ff45884f498ced3106cf35ed57 EDIT: also another tipp everything that doesn't impact the silhouette significantly when viewed from a distance does not have to be modeled - an example for this would be the small extrusions around one end of the staff (those you displayed in the first screenshot you posted)
  14. the path might also exceed the maximum length of 32 characters, if that's not the case I'd remove all files of effectsED and redownload it - maybe you fucked up some settings
  15. you mgiht want to check your graphics settings - the textures appear insanely blurry on your screenshots
  16. @@JAWSFreelao texturing a vest like this on will look hideous, the base mesh just doesn't support that shape
  17. I'd say push the contrast on all of the textures reduce the grunge on his belt buckle, atm it looks very muddy - probably paint some shine on that (a vertical gradient could do the trick allready) belt could use some detail aswell, probably some wear around the edges EDIT : maybe also darken the inside of his nostrils a little
  18. Watch it.
  19. QEffects https://jkhub.org/files/file/1484-qeffects-pro/ Could be compared to SweetFX you can modify settings in a .ini file
  20. bake a world space normal map and take the green channel, you want to edit that and apply it on top of your textures to get top-down lighting might help with what you are trieing to achieve
  21. I think that wa something chalk did a while back...
  22. for JKA you might have to reduce the polycount quite a bit though - the main sphere you have there is probably far over 1000 verts Good to see you back Culley !
  23. the staff is nothing different than a regular saber hilt , just duplicate the tag_blade, name it tag_blade2, rotate it and put it on the other end of the saber something to keep in mind is that the middle of your staff hilt (aslong as it's a "regular" staff saber and not a pike of sorts) should be aligned to the origin (0|0|0) of your grid in gmax if that isn't enough explanation I might be able to dig a old staff model I made up EDIT : here you go
×
×
  • Create New...