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AshuraDX

JKHub Staff
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Everything 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 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
  2. 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 time EDIT : found a way to convert them quickly with some substance designer experimentation
  3. I'm pretty certain that it's not the mesh - as it shows up correctly in Noesis and 3ds max
  4. what exactly would you like to know ? I never really had to upscale textures perhaps I can help you though
  5. Inno 3D Geforce GTX970 , driver version 344.75 no issues in both Jamp and Jasp
  6. now please finally replace those ugly default JKA hands
  7. 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
  8. 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
  9. retook the screenshots with maxed out graphic settings and my Nvidia Preference setting set to max quality
  10. or up my graphics settings and retake the screenshots - which I just did.... (texture quality was set to high instead of VERY high, which resulted in 1/2 of the texture resolution being displayed)
  11. got any decent ref pics for that angel ? I might see what I can wip up friday morning - got a 4 day weekend
  12. 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
  13. nothing I can fix, check the embedded sketchfab model (same as first person view model) jka fucked my textures - might be my video settings there though
  14. https://jkhub.org/files/file/2232-hd-dl44-heavy-blaster-pistol/ first release ! will be updated with rend2 support once rend2 is in a stable state
  15. Version 1.0

    4,622 downloads

    Decided it was about time to finish this beast, after letting you wait 4 long months, comes with a Han Solo NPC Have fun admiring this beautiful gun ! BUGS : Positioning might be off on some character models https://jkhub.org/files/file/827-%7B%3F%7D/ (required for the NPC)
  16. I think I should finally finish this, you guy shave been waiting for far too long
  17. pretty blocky atm, cave walls should be more "organic" as opposed to cubic with a rounded roof
  18. @@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_
  19. yeeeey good to know that this works
  20. Both versions of the kylo ren saber https://jkhub.org/files/file/2214-kylo-ren39s-lightaber-adx/ https://jkhub.org/files/file/2213-kylo-ren39s-lightsaber/
  21. Version 1.0

    21,553 downloads

    well, here it is - my version of the Kylo Ren saber (EP7) never intended this for jka but somehow rooxon convinced me get it game ready it anyway, so here you go - have fun ! *comes with rend2 support (untested)* Spawn code : saber kylo_ren 3d Preview : check out Rooxons version of the saber aswell ! https://jkhub.org/files/file/2213-%7B%3F%7D/ check out Xebys addon aswell : https://jkhub.org/files/file/2218-xeby39s-kylo-ren-unstable-saber-sw-ep7/
  22. 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 !
  23. @@Rooxon got the bakes done buddy EDIT : please note that the model will in no way appear that clean and smooth in jka, unless we got moar rend2 EDIT2 : seriously not even with rend2 it will get to that level, thanks to PBR rendering inside of Substance designer
  24. yes and 4 arms, these are the reasons why nobody tackled him before
  25. messaged him on skype allready but didn't get an answer yet (hurray for timezone differences) , but feel free to open a thread - I'll pass the link to him
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