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Posts posted by AshuraDX
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@@Cerez watch out for those n-gons, the mouth sides could use an edgeloop or 2 more aswell
does it have UVs yet ?
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as I understood him they are not fleshy enough
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Could you elaborate on the push modifier? I'm not following you. Over the top bevels? Explain.
The details were carved when the low poly base was subdivided twice.
no clue what he wants to do with a push modifier here but about these bevels, make them "fatter than yo momma"
check out @@Psyk0Sith's earlier post that should make it clear
Bek likes this -
Dude, that's from like XP and XP is soooooooooooooooooooooooooooooooooooooooooooooooooooooooo obsolete.
I don't think I could take anyone who uses XP seriously these days ESPECIALLY when the OS is so severely limited in terms of hardware and RAM.
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no issues, you just imported a very high poly mask model for this
it's tri count is actually that high - it's not a display issue as you seem to assume
you need to get another model of that mask or better make it yourself
Daedra and dark_apprentice like this -
@@Kualan - it needs a reskin - badly
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some pinching at the back plate, if you show me the topology I could probably offer suggestions how to fix that
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Is that the Xenomorph aka "Alien series" alien tail you used ?
Jolly likes this -
Oh, sorry. I suppose I read your question incorrectly the first time. I place the .shader files in the folder titled "shaders" within the .pk3s.
I'm not sure why, but your suggestion worked. The game must have been determined to use the original gfx.shader file over the new one that I created, because as a result, overwriting the old gfx.shader worked. Do you have any idea why the new .shader files I was making could not overwrite the old one?
what did you name your new shaderfile like ?
they re loaded in a set order afaik and if the old shader file is loaded after your new shaderfile it will overwrite the information from your file with the original file information
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@@DT85 after examining some of his shots it's quite cleear that he's using mostly quads around the mouth, or atelast I could not spot any triangles
but I have to agree that the corners of her mouth are very sharp right now - too sharp
the corners could also use a slight lift as @@Cerez pointed out
If I remember correctly you're going to have a bad time fixing this up though @@Archangel35757
You are not working with a subdivided mesh here, are you ?
if you don't then you got a very high density mesh at your hands and therefor a few hundred vertices to tweak by hand - I'd recommend using soft selection in this case
combined with clever use of the relay tool you might be able to get the alterations done quite fast
an alternative would be using the paint deformation tools in max (which max 8 doesn't have afaik) or importing the mesh into mudbox and using the grab + smooth brush to
reshape those areas.
EDIT : if you are not working witzhj a subdivided mesh I'd recommend doing a retopology of your current mesh, focusing on topology, not shape and then use a turbosmooth modifier to smooth it out
if done correctly you should be able to retain the shapoe of your current head - with a lot less vertices to tweak and also : if you keep your initial retopo low in vertex and tri count you could technically use it as a basis for your lowpoly
I never did retopo in max 8 but I think there's a very nice script called "WrapIt" somewhere, for retopo I'd move the scene to a newer max version that offers Graphite Tools, alternatively you could use mudbox 2014 and above or 3d coat for quick and easy retopo
Also : why even bother using max 8 - you made working in newer max versions entirely possible ?
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For all we know, it's some ancient sith saber sword that has special meaning. I'd say don't knock the saber until we know why it looks how it does. Could be something that makes alot of sense.
EDIT:
I dunno, it just seems logical that I pick this up after my Maul model. No idea when I'll get around to it though, and it would only have textures for rend2.
I'll gladly to a covnersion from rend2 to base JKA if you need me to
all I'll need are your bakes and the model in .obj
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Noesis can do that
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@@DT85 his head shape seems quite off... is this an orthographic shot without perspectivic distortion ?
without the suit and the general idea of who he is supposed to be I wouldn't recognize him there 8still hardly do that)
getting good likeness to a person can be quite difficult when modeling
Edit first thing i'd say is thicker lips, push his cheekbones slightly outward and the ears a bit inward, wider chin
his nose is actually not perfectly horizontal and the nose tip should be pushed a bit upwards I think
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Only Game related to Metal gear solid I played was Metal Gear rising - not reall comparable but still a lot of fun (to me)
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I like the drawing, reminds me a lot of the dark wraith armor from Dark Souls
The model rendition is not too close to the drawing, maybe you'll consider adding his battle outfit aswell
Keep it up ! Allways nice to see new people pick up modeling for JKA
Langerd likes this -
Congrats !
She's beautiful, keep it up - who knows what you mgiht surprise us with next ?
Congrats !
She's beautiful, keep it up
Cerez likes this -
neat !
looks like my rayman gets some friends to play with
Langerd likes this -
oh nice !
I'd reduce the darkness inbetween her shoulder blades a lot more though, right now it's shaded like a very deep "hole" in her back - which it's not so go a bit lighter there
Cerez likes this -
about kicking with a gun : you could try editing weapons.dat first before thinking about a code mod
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use dropbox or mediafire
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okay so I can keep trieing to sell that old thing nobody seems to want
Tempust85 likes this -
Archangel35757, Xycaleth and Tempust85 like this
EPVII Stormtrooper
in WIPs, Teasers & Releases
Posted
did you ever hear of the quad chamfer modifier by Marius silaghi ? it's a very nice tool