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Everything posted by AshuraDX
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this was textured using the Quixel DDO legacy version and should look like this I usually work in Allegorithmics substance suite nowadays EDIT : I also jsut remembered that the DL44 normal map has no parallax in Alpha
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usually - yes but in this case you allready have a textured lowpoly mesh and getting details to match between a new sculpt and that lowpoly is a pain in the ass
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@@Xycaleth : here you go https://www.dropbox.com/s/fqz72sdesxej7ch/HUGEDL44.pk3?dl=0 as of now it's still uploading since the textures are all in 2k and uncompressed 24 bit TGAs did not get the at-st ready yet but I got the humansize DL44 done includes : DL44_rend2_d.tga - diffuse with Transparency in Alpha DL44_rend2_s.tga - Specular with Gloss in Alpha DL44_rend2_n.tga - Normal with height/displacement/Parallax in Alpha
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I allways though it looked stupid why would the eyes show highlights on opposing sides ? there's no explanation for that
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@@Cerez fine then something else I noticed : are the eye balls sepperate meshes ? if so mirror one of them to get rid of the mirrored eye highlights
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@@Psyk0Sith instead of using crazy bump I'd trace the important features in substance painter - effectively "paint-sculpting" a normal map on the lowpoly mesh @@Xycaleth about the rend2 gloss maps - common setup ? white is glossy, black is dull ?
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oh dear - it's me again posting here https://www.youtube.com/watch?v=i9D2mvoMKLE
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@@minilogoguy18 I have that somewhere, yeah - needs to be altered a little to use the gloss though will get some test models packaged up and sent your way tomorrow evening @@Xycaleth
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her eyes eem to be too far apart , just mov ethose vertices a bit towards the center textures look nice !
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the saber looks like this one : http://jkhub.org/files/file/268-backhand-lightsabers/ only looked at a single screenshot from Movie duels though
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these are from the UV Seams Carcass is responisble for creating that nasty effect I have found a way to fix that though using the noesis pipeline and some 3ds max "trickery" - tutorial incoming as soon as I got the pipeline for importing, editing and reexporting models to and from 3ds max down
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I'll gladly supply modifed version of my models if want glm models for testing @@Xycaleth how about a oversized DL44 blaster, complete with normals, spec & gloss ?
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look at my screenshots showing the imported alora - looks pretty fine to me
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yes it should do so, I only get the breaks at UV seams in max, caused by the split vertices (which you could probably fix using the normals modifier in 3ds max)
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I think I love you @@Xycaleth
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try to keep in mnid what I told you about topology when you were working on mews head for this model @@Cerez
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moved the 3ds max discussion to a new thread
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@@DT85 the scaling is no problem at all - just don't scale the model on conversion from FBX to GLM ! simply alter this : -scale 0.64 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla to this : -scale 1.0 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla that should do the trick otherwise the scale command should also be possible to use when converting glm to fbx making my current option setup : -scale 1.5625 -rotate 90 0 0 I'll try to find a command that fixes bone orientation - if reexporting and converting to glm does not work with the skewed skeleton about weighting caps - that's what I was doing from the very beginning EDIT : got a close to correct hierarchy and correct scale using these commands : -scale 1.5625 -rotate 90 0 0 -hiefrombones also think I may have found a fix for the skewed bone pivots... if they are all skewed the same EDIT 2 : imported the fbx into your max skeleton @@DT85 oddly the model is still very small - way to small even though the scale parameter was set correctly EDIT 3 : -scale 3.953 -rotate 90 0 0 model scale is now correct (according to your max8 skeleton) bones are still a friggin mess but somehow the mesh hierarchy looks correct now
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we don't have all mdoels from JKA or user made models in .xsi so this will be REALLY handy for people wanting to make quick edits to models
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justn oticed the hierarchy was screwed up - so I'll have to rearrange that I guess- i'll keep you briefed @@Azatha
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@@Azatha I did it ! Noesis settings : notice that you have to copy the humanoid.gla in the directory that contains your model.glm the bones are kinda skewed in max though, so I mgiht have to fiddle with the noesis commands a little more BUT I got Noesis to export hierarchy, skeleton and Weighting from GLM to FBX and manaed to import that into 3ds max now onto reexporting from 3ds max and converting to glm with noesis - which i'll try tonight
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yes, you are I just tried to import an fbx to 3ds max and I couldn't get weights, hierarchy or skeletal data sadly
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but a new exporter is not required ! Use noesis, as described by @@DT85 in his tutorial http://jkhub.org/tutorials/article/182-glm-importexport-using-noesis/ if you convert a glm to fbx via Noesis it MIGHT keep the weighting intact when importing in 3ds max I can not confirm this (yet) though
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Amazing game with even more amazing music best track from the OST : you guys should check it out if you like 2d platformers and Ghibli films !
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@@Psyk0Sith it's a true star wars hood - the force allows it to levitate andn ot be effected by gravity or any other forces it's really