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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. could have checked out the throwable stuff mod
  2. Oh yes I remember, still have a ton of ref pics for r2 but I ran into a problem while modeling which I couldn't resolve back then - I think I coul overcome that easily now if I apply the same modeling techniques as for bb-8
  3. make the back of the seat flat, that detail won't be noticeable ingame as it doesnm't alter the silhouette at all
  4. could make a nice red teamskin, blue being Fynn in stormtrooper armor, waddya think @@DT85 ?
  5. @@Archangel35757 oh I should start reading shit when I'm on mobile haha
  6. You used the swoop rider animation here anyway so...
  7. Takes some time to get behind the node structure, luckily they are well organised and the categories tell give you a rough idea of what to expect from a node, the fine detail is found in a nodes description Edit : this grate would be a quick 3-5 node thing btw
  8. Didn't you buy Substance Designer a while ago ? It's perfect for creating detail like this !
  9. there you go @@Archangel35757 @@DT85 https://simonfuchs.wordpress.com/2014/08/17/tutorial-adding-detail-to-your-highpoly-objects-using-the-slideknit-script/ that's my secret weapon called slideknit not only a download link but also a tutorial EDIT 1: updated, just one more panel - and that last panel is the one I have tons of ref material for EDIT 2 : just realised I made the creases way too wide, they don't match the other panels - gonna redo this one EDIT 3: also going to redo the first panel I made
  10. updated, 2 more panels to go - then a bunch of additional details and i'll start working at the head
  11. figured I'd make a WIP thread for this, this first post will become my main changelog, so all future updates will be added to this post Sketchfab preview : I'll keep updating this Previous WIP shots found in original request thread changelog :
  12. third Panel, three more to go EDIT : continuation here : http://jkhub.org/topic/6257-bb-8/
  13. keep in mind that the ravensclaw md3 has to be scaled to fit kyles ingame size, which would be 0.64 x 950= 608 (Max Units)
  14. LODs fixed that issue with @@minilogoguy18's AT-ST model
  15. I'll see how motivated to model another droid I am after finishing BB-8, maybe you'll get lucky and this time i'll finish the model for ya
  16. you should try this : textures/ziba/lightstrip01 { q3map_lightimage textures/colors/white qer_editorimage textures/colors/white q3map_material Glass q3map_surfacelight 2000 q3map_backSplash 0 0 //fixes the circle light q3map_nolightmap sort decal { map textures/colors/white blendFunc GL_ONE GL_ZERO rgbGen identity //makes the white texture ALLWAYS fullbright glow } }
  17. another panel done EDIT : did another test bake :
  18. @@dark_apprentice keep in mind that these renders are far from what the finished product will look like : meaning the finished JKA model will look like shit compared to these WIP shots
  19. first panel is done :
  20. I won't install blender to take a look at this, so I hope it's a GLM
  21. if you want to help me : try to find more reference material for the side emblems Edit : Edit 2 : test bake :
  22. you forgot to expand th eimportant bit for this issue - you kept l_hand_0 and r_hand_0 collapsed, that way I can't see wether the correct tags are linked to those
  23. added the last panel to the ball, still unsure wether i'll do the detail ridges as floaters or stencils to paint them on in substance painter later
  24. @@Kualan do that for now - how many parts have been ported from SWG ? pm pictures of the model to me if you want me to take a look
  25. this could probably get trough - as only the head is taken from TFU and the rest was done by hapslash @@Kualan we have rejected models ported from CWA before and content from star wars galaxies has been rejected recently I'm not sure how them being abandonware would effect our decision here... @@eezstreet @@therfiles @@Barricade24
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