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AshuraDX

JKHub Staff
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Posts posted by AshuraDX

  1. @@AshuraDX Can you keep those PBR materials around on your pc for a while? I might have some use for them in the future ;)

    of course - if you got in mind what I think you have in mind : you are insane - but I love you :D

     

     

    Or a converter? That'd be stunning!

    uhm....

    WYWEO08.png

     

    ofc not perfect - but it's what I made to get those pbr materials adapted to JKA

     

    EDIT :

    also, the hilt came out very nice imo :D

    08NX3YE.png

    Rooxon, Bek, GPChannel and 1 other like this
  2. Progress on @@Rooxon's and My new HD Saber Pack

     

    Base Hilts :

     

    Single 8 : Defender

    100%
    100%

    -model needs to be converted for JKA

    -Textures have to be adapted for JKA's shaders

    -need extra files (shaders, .sab file)

    08NX3YE.png

     

    Additional Hilts :

     

    Single 10 : Veteran

    5%
    5%

    -currently looks like a toy

    -needs textures

    -has to be converted for JKA

    -needs extra files

    -final tweaking

    afi, Onysfx, Bek and 4 others like this
  3. 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
  4. @@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
  5. 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

  6. 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
  7. 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, Bek and Boothand like this
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