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Everything posted by AshuraDX
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those modern guns are from counterstrike - right ?
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finally ! Great Job @@minilogoguy18 hm.... I need to stop getting new Ideas - still have to do R2
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
AshuraDX replied to Lazarus's topic in WIPs, Teasers & Releases
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 -
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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Tryin make playermodel in blender... didnt work
AshuraDX replied to Langerd's topic in Modding Assistance
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 -
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
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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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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
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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
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The Emperor's Throne Room Space Station
AshuraDX replied to Daedra's topic in Mod Requests & Suggestions
@ done -
looksl ike one of the first SP missions - but with a new/altered grass shader
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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
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that's where this model is from and what we've been talking about all the time
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@@dark_apprentice 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
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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
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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
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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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https://www.youtube.com/watch?v=e4Ao-iNPPUc