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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@dark_apprentice - yes a screenshot should be sufficient
  2. add this line to your .sab file : customSkin EDIT : for my starkiller saber it seems that I have given the full path to the .skin file - not sure why but I can tell that it works Starkiller { name "Galen Marek" saberType SABER_Single saberModel "models/weapons2/w_starkiller/model.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor red customSkin "models/weapons2/w_starkiller/model_red.skin" }
  3. @@dark_apprentice in theory - yes it could but I'd guess this tag was linked to th wrong parent - to confirm this I'd need to see your hierarchy
  4. @ read both, the post dark_apprentice quoted and his reply it could spark a fight and eez just wanted to prevent that from happening by reminding them to keep it low About BB-8 started working at the highpoly version of the model - no clue when I'll be done or if I keep at it though
  5. THIS as I told you when you PM'd me my first rendition of ahsokas saber was done exactly like this - I even limited it to the dual saber style and it worked pretty well from what I recall, or atleast my 14 yo self thought it did....
  6. @@MagSul yes but it was abandoned due to work heres the old WIP thread http://jkhub.org/topic/4950-balldroid-anyone/?hl=droid&do=findComment&comment=72993
  7. doing a conversion is easy and can be automated with my tools - gotta love substance designer
  8. I wouldn't take that cockpit for reference, the ravens claw cockpit should have pilot and copilot sitting behind each other they nailed it here :
  9. the shader error can be fixed by editing the .skin file - atleast it should be fixable by doing that - and you can do that yourself that first error looks like it had parts of a JKO model frankensteined on it and the second error could be caused by bad weighting but is morel ikely to be related to the first bad bone error
  10. just add that small metal dome/cap over his hears - you'd literally just have to put a cylinder through his head and texture it to cover up his ears with those metal caps seen below
  11. take some smooth arms without those wide sleeves
  12. should change the arm model
  13. did you ever hear of the quad chamfer modifier by Marius silaghi ? it's a very nice tool
  14. @@Cerez watch out for those n-gons, the mouth sides could use an edgeloop or 2 more aswell does it have UVs yet ?
  15. made a woven cloth kind of thing : Substance Designer again
  16. as I understood him they are not fleshy enough
  17. 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
  18. 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
  19. @@Kualan - it needs a reskin - badly
  20. some pinching at the back plate, if you show me the topology I could probably offer suggestions how to fix that
  21. Is that the Xenomorph aka "Alien series" alien tail you used ?
  22. 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
  23. @@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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