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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. you mgiht want to check your graphics settings - the textures appear insanely blurry on your screenshots
  2. @@JAWSFreelao texturing a vest like this on will look hideous, the base mesh just doesn't support that shape
  3. 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
  4. Watch it.
  5. QEffects https://jkhub.org/files/file/1484-qeffects-pro/ Could be compared to SweetFX you can modify settings in a .ini file
  6. 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
  7. I think that wa something chalk did a while back...
  8. 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 !
  9. 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
  10. that's pretty good actually, now try to reduce the gloss on his face to make it even better
  11. don't use crazybumo - use one of the cloth materials from substance painter and apply it via triplanar projection
  12. I wouldn't have added cloth detail in Zbrush, contact me for an alternative way
  13. both would be great, as the edit normals modifier gives more control about meshnormals than plain smoothing groups do smoothing groups are just a simple automated way to get averaged normals for areas of the mesh, while the edit normals modifier allows you to precisely edit single normals (or groups of them) and set thme to a specific direction essentially they both do the same - so instead of pslitting by smoothing groups consider splitting vertices by vertex normals and both should work along fine
  14. After playing the beta I can safely say that I'M definetly not going to buy and play the full game it felt too much like a simple battlefield reskin
  15. those stubby legs.... they should be way longer I'm downloading the beta right now
  16. @@Psyk0Sith sounds a lot like my worklfow - but I guess I could still learn a lot from your topology
  17. @@Psyk0Sith neat, mind sharing the highpoly mesh when you're done ?
  18. Cards against humanity anyone ? http://pyx-1.pretendyoure.xyz/zy/game.jsp#game=79 password for the lobby is check312

    1. Bek

      Bek

      I'm game, just let me know when you want to play.

    2. Bek

      Bek

      Believe it or not I've have this bookmarked.

  19. haha - I'll repeat DT's question @[member='Psyk0Sith' but I'd guess this was done in Zbrush
  20. http://www.hitbox.tv/Almightygir watch Allmightygir work
    1. Show previous comments  4 more
    2. AshuraDX

      AshuraDX

      he was streaming when I posted DT

    3. Tempust85

      Tempust85

      Does he have to be online to see his previous videos? I'm new to this hitbox site

    4. AshuraDX
  21. read this @@Archangel35757 http://www.polycount.com/forum/showthread.php?t=154664
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