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AshuraDX

JKHub Staff
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Posts posted by AshuraDX

  1. 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

    therfiles and Jeff like this
  2. 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
  3. I use Bamboo, though I would like to have a more powerful tablet. It works differently for Mac and PC, so I am still undecided what to do. =) But it helps creating textures and pictures nonetheless.

     

    Do you use Corel Draw or Photoshop? Or maybe something else?

     

    I really like the clean look of the wooden texture.

    My tablet : http://www.amazon.com/Huion-H610-Graphics-Drawing-Tablet/dp/B00GIGGS6A

    I'm painting in photoshop btw

    NumberWan likes this
  4. and I think I finally figured out what bothers me at that walk cycle ^^U

    lower him a bit, the "ankle-segment" of his elgs is standing upright for most of the aniamtion rather than being slanted back and resting in the spring/catch once weight is put onto that foot

  5.  

    Please explain me with some images, because I know nothing of modelling and I don't know where to put hand

     

     

    that's your problem my friend, you don't understand what you are doing exactly and tzhat is why these errors come up

    I'd suggest watching tutorials to get the basics of blender

     

    I can't really help you with anything blender specific, neither can @ as we both use 3ds Max instead of Blender - but I can tell you what causes this error :

     

    Every vertex (the small points that shape the model) has 3 sets of coordinates

    2 of them are 3-dimensional (X,Y,Z)  and the last one is 2 dimensional(U,V)

     

    the 3d ones, namely Normals (direction) and Position are not interesting to us here

    the problem lies within the 2d UV-coordinates, the uv coordinates define the position of the vertex on your 2d UV map, which tells the engine which part of your texture belongs to that vert.

     

    So to fix this problem you will have to identify the vertex causing the problem and re-uvmap/uvw-unwrap it

    look for tutorials on how to do this in blender, you could watch this one for example :

     

    you will have to find your way from here on - good luck !

  6. Well that error pops up in carcass when my Hierarchy is fucked up - it basically means that you have a few objects not linked in to your hierarchy

    here's an excerpt from an old guide for 3ds max, found on @@Psyk0Sith's site

     

     

    This list is in the order you need to select things and then link them.

    bolt_l_leg_calf

    bolt_l_leg_cap_hips

    bolt_l_leg_foot

    l_leg_cap_hips_off

    -select them and link to l_leg

    -----------

    bolt_r_leg_calf

    bolt_r_leg_cap_hips

    bolt_r_leg_foot

    r_leg_cap_hips_off

    -select them and link to r_leg

    ------------

    bolt_head_back

    bolt_head_cap_torso

    bolt_head_eyes

    bolt_head_front

    bolt_head_left

    bolt_head_right

    bolt_head_top

    head_cap_torso_off

    *face + eyes also need linking if you've included them.

    -select them and link to head

    --------------

    bolt_l_hand

    bolt_l_hand_cap_l_arm

    l_hand_cap_learn_off

    -select them and link to l_hand

    ---------------

    bolt_r_hand

    bolt_r_hand_cap_r_arm

    r_hand_cap_r_arm_off

    -select them and link to r_hand

    ----------------

    bolt_r_arm_cap_r_hand

    bolt_r_arm_cap_torso

    bolt_r_arm_elbow

    r_arm_cap_r_hand_off

    r_arm_cap_torso_off

    r_hand

    -select them and link to r_arm

    -----------------

    bolt_l_arm_cap_hand

    bolt_l_arm_cap_torso

    bolt_l_arm_elbow

    l_arm_cap_l_hand_off

    l_arm_cap_torso_off

    l_hand

    -select them and link to l_arm

    -----------------

    bolt_back

    bolt_chestg

    bolt_hip_bl

    bolt_hip_br

    bolt_hip_fl

    bolt_hip_fr

    bolt_hip_l

    bolt_hip_r

    bolt_lchest_l

    bolt_lchest_r

    bolt_shldr_l

    bolt_shldr_r

    bolt_torso_cap_head

    bolt_torso_cap_hips

    bolt_torso_cap_l_arm

    bolt_torso_cap_r_arm

    bolt_uchest_l

    bolt_uchest_r

    torso_cap_head_off

    torso_cap_hips_off

    torso_cap_l_arm_off

    torso_cap_r_arm_off

    head

    l_arm

    r_arm

    -select them and then link them to torso

    ------------------

    bolt_hips_cap_l_leg

    bolt_hips_cap_r_leg

    bolt_hips_cap_torso

    bolt_hips_l_knee

    bolt_hips_r_knee

    hips_cap_l_leg_off

    hips_cap_r_leg_off

    hips_cap_torso_off

    torso

    l_leg

    r_leg

    -select them and then link them to hips

    --------------------

    hips

    -select and link it to stupidtriangle_off

    --------------------

    stupidtriangle_off

    -select and link it to mesh_root

    --------------------

    mesh_root

    -slect and link it to model_root

     

     

     

    here's the full tutorial :

    http://psyko3d.50webs.com/tutorials/spacemonkey/jk2.htm

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