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Posts posted by AshuraDX
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Daedra likes this
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looksl ike one of the first SP missions - but with a new/altered grass shader
NumberWan likes this -
hmmm I might do that sometime - but not right now
got quite a bit of stuff to do for the next 2 weeks and toher projects to finish aswell...but i'll probably get to it
dark_apprentice likes this -
Doesn't MBII already have some kind of LEGO thing? I know somebody has one.
that's where this model is from and what we've been talking about all the time
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it's not a remodel of VaderVM - the folder has been named VaderVM so that the elgo mdoel overwrites the VaderVM model for anyone using that in conjunciton with the lego models
dark_apprentice likes this -
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:
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 -
you won't get a "better" or in fact more exact model of lego vader - or any other lego figure - simply because of this :
to put any (player)model in JKA, we need to match their proportions to the proportions of the base JKA/JKO characters
simply because the animations in these (and allmost all other games) are skeleton based
The bones in the animation skeleton have a set pivot point around which they can roate - all movement and rotation happens relative to this pivot
I highlighted the most important bonepivots of a JKA model there in green (look at Desann) in the neutral root position all models have to be rigged in
I also highlighted the same locations in red on the lego model that is drawn ontop of this - do you see the differences ?
each body part of the lego mdoel has to be rotated, rescaled, reshaped and moved until the red and green dots match up.
This is why the arms in that lego vader modle sink into the body all the time and why the model appears so stretched.
Everything you can do is reskin that lego vader until it looks okay and probably add a glossy shader to give it some plastic gloss as in lego star wars
or remodel parts of the mesh to be more detailed and then match them up to the JKA proportions, and therefor deform, them again.
EDIT : I noticed I forgot to add red dots to the "knees" on that lego model - but as their location is not clearly defined in the lego model they are the smallest problem here anyway
NumberWan, Lancelot and dark_apprentice like this -
I'm sure ramping the LMS could alter the shadows, but given the more blocky nature of the map itself, wouldn't the blocky shadows fit better?
that's exactly why I think these pixelated shadows don't look too great - they need to be higher in resolution as you got a vermy exact geometric layout and your entire map is made of exact shapes - and those low precision low res shadows just don't match that "mathematical theme"
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loving it !
anything you oculd do about those blocky shadows ?
maybe change the lightmap scale ?
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yes - that's right
Cerez likes this -
not the character model - but atleast you get her saber - that was fun to model
Cerez likes this -
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Something about the lips doesn't look quite right but I'm not sure what. Too big maybe? Or maybe it's the lack of hair which makes the lips looks bigger?
I think it's just that they are quite red (single colour) and have a very sharp and precise geometrical shape. Reality is a little less perfect.
It's really starting to look like her, @@Archangel35757. Impressive work.
I'd say that aswell @@Archangel35757
render the mesh with a single grey material, probably make it a little glossy
like this : http://shadowness.com/file/item9/265797/image_t6.jpg
helps to show errors in the shape and curves as it highlights them
Archangel35757 likes this -
Not possible by default, but could be made possible with coding and new animations - yes
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where is that model taken from ?
I have never seen this version of luke in a game besides lego star wars
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no, not everything - read the FAQ on CGTextures
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depending on the source it is - yes
to be sure use this site from now on to get your textures : http://www.cgtextures.com/
Langerd likes this -
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just have to post this in response :
I like both versons - but I really love Johnny Cash's cover
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you should revisit the anatmony in his back
especially his upper back and shoulders look off
https://www.anatomy4sculptors.com/anatomy.php?menu=189&sub=191
Scerendo likes this -
Just a hint - showing what you want to be weighted might help get people motivated
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I have been asked to make that quite some time ago - 2 anda half years ago by now
but I currently don't have the time to work at soemthing this big
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Here's something you guys surely like :
All of these textures have been made by altering sliders I set up for my Brick Substance - the Image doubles as a download link btw
You can download this version that will output very high res yet JKA compatible brick textures which you can customize to your liking (within certain limitations ofc)
by manipulating the sldiers I setup for this substance file using a free application called Substance player - Have fun and let me know if you use this
@@DT85 still have a Rend2 build setup ?
if so - is there any chance I oculd get you to mess around with this and get randomized versions of the texture ingame ?
Very First Model - WIP
in WIPs, Teasers & Releases
Posted
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