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Everything posted by AshuraDX
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you should revisit the anatmony in his back especially his upper back and shoulders look off https://www.anatomy4sculptors.com/anatomy.php?menu=189&sub=191
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Just a hint - showing what you want to be weighted might help get people motivated
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I have been asked to make that quite some time ago - 2 anda half years ago by now but I currently don't have the time to work at soemthing this big
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Here's something you guys surely like : All of these textures have been made by altering sliders I set up for my Brick Substance - the Image doubles as a download link btw You can download this version that will output very high res yet JKA compatible brick textures which you can customize to your liking (within certain limitations ofc) by manipulating the sldiers I setup for this substance file using a free application called Substance player - Have fun and let me know if you use this @@DT85 still have a Rend2 build setup ? if so - is there any chance I oculd get you to mess around with this and get randomized versions of the texture ingame ?
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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
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I like substance Designer - did I mention that before ?
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it's not a Star Wars weapon 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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Glowing shader ... on weapon in MP - saber
AshuraDX replied to Langerd's topic in Modding Assistance
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 } } -
Mesa is a filthy liar gonna take some more time to get it done though and it's still pretty heavy for a saber with 1736 vertices and 1929 tris but I couldn't accept that it was impossible to work in JKA at all
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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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texture breakdown will be added later - thanks for finding that design @, it was fun to model
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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
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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
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I'm pretty certain that it's not the mesh - as it shows up correctly in Noesis and 3ds max
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what exactly would you like to know ? I never really had to upscale textures perhaps I can help you though
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"Newer" Nvidia Drivers still compatible with Jka
AshuraDX replied to SecretApprentice's topic in General Tech Support
Inno 3D Geforce GTX970 , driver version 344.75 no issues in both Jamp and Jasp -
now please finally replace those ugly default JKA hands
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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
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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
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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
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