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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. 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
  2. updated ! finished the last panel - but didn't model all details as I figured that tiny details are better added in substance painter
  3. then create a camera and change the FOV of that camera to achieve a similiar look
  4. @@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 :
  5. @@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
  6. 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
  7. that's wrong ,it reads shaders, atleast the version I have does - but it does not display the end result of the shader
  8. Envelopes are great for a quick base - you'll still have to tweak individual vertices or groups of vertices from my experience
  9. @@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
  10. @@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
  11. @@dark_apprentice not motivated for 3d work atm gimme a break
  12. @@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
  13. could have checked out the throwable stuff mod
  14. 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
  15. make the back of the seat flat, that detail won't be noticeable ingame as it doesnm't alter the silhouette at all
  16. could make a nice red teamskin, blue being Fynn in stormtrooper armor, waddya think @@DT85 ?
  17. @@Archangel35757 oh I should start reading shit when I'm on mobile haha
  18. 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
  19. Didn't you buy Substance Designer a while ago ? It's perfect for creating detail like this !
  20. 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
  21. updated, 2 more panels to go - then a bunch of additional details and i'll start working at the head
  22. 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 :
  23. third Panel, three more to go EDIT : continuation here : http://jkhub.org/topic/6257-bb-8/
  24. 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)
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