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AshuraDX

JKHub Staff
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Posts posted by AshuraDX

  1. Once again I decided to model a hilt @@Rooxon is modeling aswell - but my version is built for practice and therefor will never make its way into JKA - it's just below 12k tris

    EFF9zuwh.png

     

    still WIP, the textures are currently just a bunch of colors combined with my bakes and a bit of noise for the roguhness to break up the highlights a little

    now it's time to take this thing into substance painter to add dirt, scratches and a bit of color variation for the materials

    z3filus, Barricade24, Bek and 3 others like this
  2. wooooow been a while since the last post but here comes another one :
    kgIotB3l.png
    based at one of @zeƒilus concepts
     
    Texture breakdown (25% of original Resolution):
    6XAEJbO.png
    I'm starting to like Substance Painter a LOT.
     
    Also : don't ask me to convert this for Jedi Academy - it's not exactly easy to convert PBR oriented textures to a legacy diffuse/normal/specular system
    it's possible to do it quick and crappy but doing it good takes some time

     

    EDIT : found a way to convert them quickly with some substance designer experimentation :D

    4RODwvZl.png

  3. still have quite a bit of pinching going on there, lemme see your topology might have some hints what you could change to reduce it

    before going through the painful and boring process of handmoving vertices around until you recieve a clean, smooth surface

     

    or you use this material trick to get rounded hard edges, simpyl subdivide using SG's for hard edges :

    http://www.polycount.com/forum/showthread.php?t=71995

    Tempust85 likes this
  4. Speaking of ut4, after Titanic I will be saying farewell to the JKA community and moving to it permanently. In many ways that is why I HAVE to finish Titanic, it is my good bye.

    you won't do it

     

    a few weeks ago I thought I'd just stop, only stying with the community

    teaching others while moving on to newer engines - and that wasn't the first time I thought about this

    so far I allways came back after a few months

    z3filus likes this
  5. @@Aidor

    take your animation mod and rename the folder models/players/_humanoid from _humanoid in _humanoid_

     

    then get an hex-editor and open the model.glm file from the model you want custom animations for

     

    find the filepath to _humanoid.gla in there and change it from :

    models/players/_humanoid/_humanoid.gla

     

    to :

    models/players/_humanoid_/_humanoid.gla

     

    and save, now your model should load the animations from _humanoid_

    katanamaru likes this
  6. There was actually no official end, it's just the fact that the last post in their internal forum is almost one year old. They didn't release anything yet. I guess it would be the best to ask for the files as long someone got them on his computer... would be a shame if everything would get lost

    I could ask what the others think about this, I wouldn't mind releasing my stuff

    Jeff and therfiles like this
  7. try baking a bent normal map using xnormal, extracting the green channel and putting that ontop of your texture using a blendmode such as soft light or screen

    it should give you a nice "light from top" effect

    or get a curvature map from your normal map /bake it from your mesh and overlay that for some cavity shadows & edge highlights

    Tempust85 and Scerendo like this
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