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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. of course - if you got in mind what I think you have in mind : you are insane - but I love you 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
  2. 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
  3. @@Cerez feel free to bundle it with my hilt also : am I the only one who sees a slight duckface there XD ?
  4. 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
  5. Progress on @@Rooxon's and My new HD Saber Pack Base Hilts : Single 8 : Defender div#progressbar:hover div { -webkit-animation: animate-stripes 0.4s linear infinite; -moz-animation: animate-stripes 0.4s linear infinite; } @-webkit-keyframes animate-stripes { 0% {background-position: 0 0;} 100% {background-position: 23px 0;} } @-moz-keyframes animate-stripes { 0% {background-position: 0 0;} 100% {background-position: 23px 0;} } 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 div#progressbar:hover div { -webkit-animation: animate-stripes 0.4s linear infinite; -moz-animation: animate-stripes 0.4s linear infinite; } @-webkit-keyframes animate-stripes { 0% {background-position: 0 0;} 100% {background-position: 23px 0;} } @-moz-keyframes animate-stripes { 0% {background-position: 0 0;} 100% {background-position: 23px 0;} } 5%5% -currently looks like a toy -needs textures -has to be converted for JKA -needs extra files -final tweaking
  6. this is not too bad for a first skin, keep it up !
  7. @@Milamber has been rubbing this plugin under my nose for half a year now now share it plox @@Scooper
  8. 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
  9. 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
  10. @@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
  11. those modern guns are from counterstrike - right ?
  12. finally ! Great Job @@minilogoguy18 hm.... I need to stop getting new Ideas - still have to do R2
  13. 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
  14. 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
  15. 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
  16. 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
  17. I think the NPC menu only renders a model - instead of spawning the NPC which is why it appears in it's original size
  18. yeah, then it'S caused by the scale x line in the npc file , it appearently scales down weapons aswell
  19. are other weapons tiny aswell @@dark_apprentice ?
  20. 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
  21. @@Cerez check this out : it's downloadable aswell EDIT : and just for the lulz https://sketchfab.com/models/249fec35674b4a339afbcb3ca4145740
  22. 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 ?
  23. 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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