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Posts posted by AshuraDX
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hmmmm... been thinking about modeling the prince before, but atm I still have too much other stuff to do befor I can even think about starting another playermodel @.@
Tempust85 likes this -
JKA seems to run fine on my windows 8.1 aswell - probably a wierd driver issue with the new GTX900 series
z3filus likes this -
I was part of that team ages ago aswell
I'll see if I can hit up Kal01/Revo01 anywhere he might still have that skin
Edit : pm'd you
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From the looks of it the throwable stuff are custom npcs that you'd have to manually spawn into the maps.
^this, exactly this
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Omicron likes this
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Most likely Kanan since he looks even badass.
is that the (younger) Rahm Kota look alike ?
z3filus likes this -
I assume he's referring to characters from the show
krkarr likes this -
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Exactly , and the "mesh holes" occured on models without rend2 shaders for me - I did not notice them on the AT-ST or any of the sabers I outfitted with rend2 shaders - but I may have overlooked them because of their small size on screen
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I've had those dark spots with my last rend-2 compile not on every run of the game though
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I'd guess this requires a code mod to work setting up the new skins for the jetpack shouldn't be a problem but the game needs to know it should load these skins
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you could just replace the image for the caulk shader
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@@Barricade24 I'll see if I can dig up an old shader file for the Env mapped puddle decal Szico and I had been messing with a while ago
as that might be exactly what you need
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Really nice !
ZanderNao likes this -
Cool.
It's a shame that I allready have more on my plate than I can handle
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Han Solo's DL-44 Heavy Blaster Pistol by ashuradx on Sketchfabstill have to give it a more worn look - gave up on substance painter for now as It forced me to use a PBR shader using a Albedo/Metalness/roughness approach instead of the generic Diffuse/specular/glossiness
and so I'll have to add my details either in DDO using custom layers or in substance designer
Omicron, Barricade24, Bek and 3 others like this -
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aaaaah the pain of badly weighted models - would take quite a while to fix as I'd have to reweight the entire mesh when I import it into max
Tempust85 likes this -
Barricade24, Tempust85, Omicron and 7 others like this
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what @@Omicron suggested there works wonders, do that all the time when working with meshes I didn't create (mini's AT-ST for example)
a quick alternative would be using a "rainbow" gradient map without repeating colors
and applieing that to the model - going by the color variations a piece on the mesh has you can identify it easily
this works even better if you have a 2 gradients in there (overlay a black-to-white horizontal gradient above the vertical rainbow gradient)
Omicron likes this -
http://youtu.be/MxM_hwlZ3ro?t=1m52s thats where the terror trooper comes from
the Belt pouches apppear to be located on the left, those pale brown squares should be what you are looking for
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@@DT85 Max version....?
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@@DT85 any chance you could try to get a decent bake of this for me ? I can't seem to get rid of any wierd shading without generating artifacts in other places using xnormal
and 3ds max just crashes whenever I try to do my bakes - even piece by piece
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Hey Zef, nobody here could grant you permission to upload those files here as these models are ported from the Force Unleashed 1&2
Edit : on a second look it seems like the pants for both meshes were taken from a base jka modelEdit 2 : hands aswell
Music Thread
in Art, Media & Technology
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Holy shit XD