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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. that's pretty good actually, now try to reduce the gloss on his face to make it even better
  2. don't use crazybumo - use one of the cloth materials from substance painter and apply it via triplanar projection
  3. I wouldn't have added cloth detail in Zbrush, contact me for an alternative way
  4. 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
  5. 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
  6. those stubby legs.... they should be way longer I'm downloading the beta right now
  7. @@Psyk0Sith sounds a lot like my worklfow - but I guess I could still learn a lot from your topology
  8. @@Psyk0Sith neat, mind sharing the highpoly mesh when you're done ?
  9. haha - I'll repeat DT's question @[member='Psyk0Sith' but I'd guess this was done in Zbrush
  10. read this @@Archangel35757 http://www.polycount.com/forum/showthread.php?t=154664
  11. Samura stuff ? not necessarily - anything with huge capes will be a hassle but if you keep those out samurai style armor shouldn't look too bad
  12. updated ! finished the last panel - but didn't model all details as I figured that tiny details are better added in substance painter
  13. then create a camera and change the FOV of that camera to achieve a similiar look
  14. @@Archangel35757 did you take a look at some star wars Fighters and their cockpits ? take a look at this cross section for example maybe you can find pics of seats from other original trilogy fighters EDIT : Millenium falcon seats :
  15. @@Archangel35757 I preferred the old seats - but whatever you think works out the best BTW poke me once you get to texturing - i'll probably set up a screenshare + voip via teamviewer and walk you through the basics of Substance Painter on a segment of your model if people are interested I mgiht also be able to stream that to twitch or something
  16. wrong. apply a edit normals modifier and tweak the normals in that area, that will atleast decrease how noticeable it is - can't say it will vanish entirely
  17. that's wrong ,it reads shaders, atleast the version I have does - but it does not display the end result of the shader
  18. Envelopes are great for a quick base - you'll still have to tweak individual vertices or groups of vertices from my experience
  19. @@Asgarath83 afaik @@Cerez is using max too @@Maui - you said you found tutorials covering the theory but no practical examples - but do you have any specific questions ? Every model is different and therefore not every model is weighted in exactly the same way here's something that could help you - this tutorial was designed for 3ds max but covers a bit of weighting later on http://www.psyko3d.50webs.com/tutorials/skin_modifier.htm
  20. @@Maui show me your model, might have some tips regarding weighting in general - but I have no experience with blender so I can't teach you software specific stuff
  21. @@dark_apprentice not motivated for 3d work atm gimme a break
  22. @@Scerendo for the vanilla version : bake a world space normal map (additionally to your tangent space NM) then take its green channel and overlay it over your textures, you will have to tweak it via levels or curves, whatever you prefer, but that will give you a decent top-down lighting effect
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