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AshuraDX

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Posts posted by AshuraDX

  1. yes, first weight your unclothed model then apply a skinwrap modifier to the clothing and pick your allready weighted model as source.

     

    Then tweak parameters and test deformation unitl you get a decent result, once you are statisfied press the covnert to skin button and admire your work :D

    Archangel35757 and Cerez like this
  2. @@Cerez First of all a Screenshot showing what exactly is going wrong will definitely help us troubleshoot your problem, but here's what I can tell you without seeing it :

     

    the gaps indicate different weighting values effecting the vertices at the 2 ends connecting

    the shading breaks are usual aswell - they are caused  different vertex normals on both sides - which I tried to fix inside JKA but enver managed to do while using carcass - you can only hide them in less obvious areas

    about the tags - that might be caused by a hierarchy error - I have to see your mesh hierarchy (everything below mesh_root) but yes you can move them - just delete the skin modifier before you try doing that and then reweight the tag

    Cerez likes this
  3. I wouldn't expect a direct Port since JKHub dislikes them very much. However you may get a reskin of an existing character from someone maybe.

     

    Other than that the closest thing is this:

     

    http://jediknight3.filefront.com/file/Far_Cry_of_the_Jedi;27267

     

    Yeah. Not much but it will do while you wait.

    please keep an eye on the date somebody last posted in  thread before replieing - it's not the first time I saw you necro long forgotten threads

  4. first you need to understand what specularity is :
    http://en.wikipedia.org/wiki/Specularity

    then how a specular map is supposed to work :
    http://wiki.splashdamage.com/index.php/Specular_Maps

    now take a look at this :
    http://blenderartists.org/forum/attachment.php?attachmentid=126849&d=1295339992
     

    the left model shows the actual specular map displayed on the model

    the right model shows how the specular map effects the model if set up correctly in the shader/material (for demo purposes they replaced the basic diffuse color map with a pure black image)

     

    now to the creation process :

    just paint it or use hue saturation + brightness contrast on areas of your diffuse texture to get a practically working specular map

    to get a fully fledged and correct specular map you'll have to create it by hand

     

    keep in mind that not all materials reflect light ("shine") with the same intensity the intensity of the reflection/shine is determined by the color of a pixel in your specular map - white being super shiny and black being matte/dull

     

    also don't rely on that tutorial - it was amde for a specific game - which utilises a much more modern shading system and there utilises 2 different maps to generate the shine on characters - that's not what you need for JKA

    Xycaleth likes this
  5. Wow, that was fast! Yep, you've done a few things there that I have no idea how to do yet... :P

     

    My mew's head shape doesn't look too bad in comparison, though -- now that I've included the quarter view reference in the design. So I guess that's a good sign, then.  :winkthumb: Thanks for the help, @@AshuraDX.

    well what is it that you don't know how to do ?

    I began with a single poly and modeled the entire thing from that single polygon by dragging out/extruding edges

    starting with creating the loop around 1 eye, then enabling symmetry

     

    lemme see how far you've come by now :)

     

    here, check this out to learn how to avoid tris and ngons as I do :

     

    you can skip to 3:10 if you are only interested in getting a clean quad topology - but I recommend watching the entire thing

    Cerez, Boothand and Bek like this
  6. you got nasty Ngons (a polygon with more than 4 vertices) all over the place - these a very bad for animation as they deform terribly

    you could also save quite a few vertices by cleaning up your mesh structure and topology - I could probably do a paintover for you

  7. Hmm i think You should rig it the same way as the minecraft Steve model. He is blocky and big but it was well made (or ported but i think it was made from scratch). In Jka it works nice:

     

    shot.1.jpg

     

    But now i see he has a arms a little to the middle of his body :/

    yep same thing - I had to match steve to JKA's proportions - the model was custom made to allow bending of the limbs but it was made to utilise original textures which I luckily got the permission for back in the day ;)

    Langerd likes this
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