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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. I could ask what the others think about this, I wouldn't mind releasing my stuff
  2. I have done a jawa reskin, and equipped them with fusion cutters, yes but it's not a new model I need to find the motivation to work at that clonetrooper stuff , atm I'm rather up for smaller 2-3 day projects, such as this or this stuff, as I know that I can finish them
  3. I really like that animation ! do what @@Archangel35757 just suggested though also : I think adding a camera shake effect to the impact frame for that death anim via animevents.cfg would be a great idea, probably you could also add a slight camera shake for the steps I guess it would really help the immersion and believeability of this heavy walker
  4. 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
  5. @zeƒilus that helmet is sooo lowpoly - it'd look extremely crappy XD
  6. My tablet : http://www.amazon.com/Huion-H610-Graphics-Drawing-Tablet/dp/B00GIGGS6A I'm painting in photoshop btw
  7. Dragonborn Helmet by ashuradx on Sketchfab ooooh yeah more handpainting
  8. AshuraDX

    Secret Santa 2014

    Glad you like it !
  9. yeah sure, take the devaronian head
  10. 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
  11. 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 !
  12. Excuses man, you manage to communicate quite well in english here so you should be able to understand tutorials aswell preferring somebody else to do something for you as it would take some effort sounds pretty lazy to me =P
  13. why should we do what you are to lazy to ? why can't you export the model with the horns ? Which error message is coming up ?
  14. That armor set does indeed look quite cool... I might do that some time, if I can don't know wether the model will work in Jedi Academy then though- mgiht end up in skyrim or just as a nice portfolio piece
  15. Huion H610 Pro probably the best you can get for 70€
  16. Since my new Graphics Tablet arrived I just had to do some stylised texturing, enjoy my handpainted 256x256 Wood texture ! I also changed the title, as this was not done entirely using substance designer (only used for the render and to process my painted Height map into a normal map) click the image to see all texture maps
  17. 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 here's the full tutorial : http://psyko3d.50webs.com/tutorials/spacemonkey/jk2.htm
  18. @@Jeff to learn how to do something one has to do it just post your WIP shots here and we'll crit what to change not only regarding looks but also mesh topology (edgeflow[the way your triangles/quads align with each other])
  19. haha the old subdivided Cube=sphere trick ;D well done textures look great
  20. model it yourself maybe ?
  21. Mossy Tree bark, 100% procedural still a bit too painterly right now - might stick with this one for the next 2 days or so - if I can find the time to do so D:
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