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Posts posted by AshuraDX
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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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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
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
DarthValeria, Bek, Barricade24 and 3 others like this -
wooooow been a while since the last post but here comes another one :
based at one of @zeƒilus concepts
Texture breakdown (25% of original Resolution):
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 timeEDIT : found a way to convert them quickly with some substance designer experimentation
z3filus, Omicron, DarthValeria and 1 other like this -
I'm pretty certain that it's not the mesh - as it shows up correctly in Noesis and 3ds max
AngelModder and Merek like this -
what exactly would you like to know ?
I never really had to upscale textures perhaps I can help you though
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Inno 3D Geforce GTX970 , driver version 344.75
no issues in both Jamp and Jasp
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now please finally replace those ugly default JKA hands
Scerendo likes this -
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 :
Tempust85 likes this -
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 -
got any decent ref pics for that angel ?
I might see what I can wip up friday morning - got a 4 day weekend
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I'm amazed to see you still working at this magnificent map - I remember seeing a WIP thread of you on Filefront (yeah back then it was still Filefront - not Gamefront) Forums
I think you even asked me to help you with the model for that angel statue there, back in atime where I just started modeling
AngelModder likes this -
first release !
will be updated with rend2 support once rend2 is in a stable state
SomaZ, Archangel35757, Circa and 3 others like this -
I think I should finally finish this, you guy shave been waiting for far too long
Barricade24, Circa, Rooxon and 1 other like this -
pretty blocky atm, cave walls should be more "organic" as opposed to cubic with a rounded roof
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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 -
yeeeey good to know that this works
Rooxon likes this -
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I also wrapped up a game version of the Kylo Ren saber, using my own lowpoly version of the mesh
and some substance designer madness for texturing :
in Modview
ingame (no rend2 yet !)
EDIT :
view it in 3d ! -
Ashura's Texture Practice
in Art, Media & Technology
Posted
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