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AshuraDX

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Posts posted by AshuraDX

  1. Bevels: the fatter the better, of course sometimes it's down to personal choice but you can't argue with normal maps, that's just how it works.

     

    Push modifier example: I'm not sure what your topology looks like but add a push modifier on the shoulder plates, increase slightly until your get nice rounded edges instead of sharp thin ones, same principle as chunky bevels but the beauty of that method is you can adjust in real time without the need to play with edge tightness.

    did you ever hear of the quad chamfer modifier by Marius silaghi ? it's a very nice tool

  2. 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.

    c35.gif

  3. 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.

     

    @@eezstreet

     

    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

  4. @@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 ?

  5. 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

  6. @@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

    http://assets.cdn.moviepilot.de/assets/store/33cb18421662cb2de124283e443c52a9e5776e39138d2af2271b564d21a5/john-boyega-01.jpg

    Tempust85 and Bek like this
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