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Posts posted by AshuraDX
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@@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
Or a converter? That'd be stunning!
uhm....
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
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Making good progress here
Bek, Circa and General Howard like this -
Update #1:
finished texturing the Defender
- now it's time to convert those PBR materials for JKA...
Edit :
I'll keep editing the first post for every update from now on
afi, z3filus and General Howard like this -
@@Cerez feel free to bundle it with my hilt
also : am I the only one who sees a slight duckface there XD ?
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it'd be enoguh to add a small box there - the straps could easily stay textured
but the puch could be made as a little box
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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)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
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Archangel35757 likes this
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Shoulders are tricky - are you worknig with envelopes only or do you use weight painting/ the vertex weighting tools ?
don't stick with envelopes - they will only give you fucky results
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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
Archangel35757 and Cerez like this -
@@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 -
those modern guns are from counterstrike - right ?
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finally
! Great Job @@minilogoguy18
The level of detail... now, what's next? a swoop? an x-wing??
hm.... I need to stop getting new Ideas - still have to do R2
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Well here ya, go @@Lazarus
if you want further tweaks message me on skype , once everything is finalized i'll pass you the entire thing
there's room for an endless amount of variations which all tile in between each other but still look different for the most part
Lazarus and DarthValeria like this -
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
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http://www.autodesk.com/education/free-software/3ds-max
get max 2012 or 2013
then use the plugins hosted here to export your playermodel or follow DT's Noesis tutorial
Langerd likes this -
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 -
I think the NPC menu only renders a model - instead of spawning the NPC
which is why it appears in it's original size
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yeah, then it'S caused by the scale x line in the npc file , it appearently scales down weapons aswell
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are other weapons tiny aswell @@dark_apprentice ?
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Wow, that was fast! Yep, you've done a few things there that I have no idea how to do yet...
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.
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
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@@Cerez check this out :
it's downloadable aswell
EDIT :
and just for the lulz
https://sketchfab.com/models/249fec35674b4a339afbcb3ca4145740
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yeah use iamge palnes , @@Cerez Mind if I take a shot at modeling mews head to supply you with examples on how to achieve the shape and topology ?
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ofc they are - but you should get some orthogonal refence aswell
check this out for example :
http://fc06.deviantart.net/fs71/i/2013/302/0/c/mew_by_artdean1992-d6sanc6.jpg
and then compare it to this :
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ah okay - then you might want to change the head shape though - take a look at it from above - it's quite blocky right now
A Certain Togruta
in WIPs, Teasers & Releases
Posted
@@Cerez the nose also feels off