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Posts posted by AshuraDX
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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
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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 ?
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Maybe you could post rend2 screenshots of things you make - curious how that brick wall would look
Good work!
hmmm - difficult
first : I'm not a mapper but that is the lesser of 2 problems here...
second : this was once again made using a pbr workflow - so it won't translate well to legacy systems (even though I could run it through the substance file I create to convert PBR textures to Jedi Academys old renderer - but i'd have to alter that a little to work for map textures...)
EDIT :
I quickly adapted my PBR2JKA substance for map textures
and this is the result I got after pushing the brick material through :
this is what it could potentially look like
DarthValeria and Boothand like this -
I like substance Designer - did I mention that before ?
Boothand, DarthValeria, NumberWan and 1 other like this -
What is this? Im know almost all Star Wars wearpons, but i don't recognize this one. And that fact is disturbing me.
it's not a Star Wars weapon
Hey Ashura, you're pretty hard to get hold of! I was wondering what was the current status on the Felucia map?
Source: http://www.moddb.com/mods/jedi-academy-unleashed/images/felucia-map-by-theexile-wip
Stated there that you have taken over that project.
a. it's not hard to get hold of me
b. I was making textures I didn't take over making the map and those map files are lost
c. you jsut necro'd a topic that has been dead for 6 months with an offtopic post- you should have pm'd me
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if you want parts of your model to glow : create a black version of your texture and color in only the parts that should glow in the color they should glow in
then add this stage to your shader file :
models/weapons2/<yourweapondirectory>/<yourglowtexture> { . . . { map models/weapons2/<yourweapondirectory>/<yourglowtexture> blendFunc GL_ONE GL_ONE rgbGen identity glow } }
here's an example shader from the model @zeƒilus pointed out
models/weapons2/murasama/Murasama { q3map_nolightmap { map models/weapons2/murasama/murasama blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/murasama/murasama_s blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular } { map models/weapons2/murasama/murasama_i blendFunc GL_ONE GL_ONE glow rgbGen identity } }
Langerd likes this -
z3filus and DarthValeria like this
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I really love your work, seriously, basically everything you do ends up in my base folder
. Keep it up!
I've just got a question about that student version od 3DS Studio Max... seriously, what's the real deal about it? I mean, they couldn't verify if you were a student really so it should have some tricky licence about it. I would love to try software myself since I'm a student but it just feels... too good?
there is no catch - you just can't do any commercial work using the student version
but it has all features and allows you to use pretty much all plugins you are just restricted from selling your assets
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[Model REQUEST]: LEGO
in Mod Requests & Suggestions
Posted
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