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Posts posted by AshuraDX
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Faster, but more easier to have errors.
-md3tbone command will convert any bones named to a tag of any name you choose. Waiting on my tutorial to be approved.
done
Tempust85 likes this -
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I use turbosmooth render iterations at 4 for when the model renders, and iterations at 2 or 3 for viewport so I can see what I'm doing incase I've forgot a part.
that's what I do but my max starts crawling and crashing every 5 minutes around 300k polys which is usually the moment I transfer my finished pieces over to mudbox
EDIT : I might require your help for the viewport Animations DT, as I suck at animating
Tempust85 likes this -
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Inspired by @@DT85's work at the Heavy Repeater I decided to start gathering reference material for the DL-44
pics will come soon
EDIT :
finished my basic sketch for the guns right side, drawn over photos of the original Mauser C96 model the DL44 was built from
it's lacking a lot of details as of now but I don't need to have them in my sketch as of now , mainly a lot of small nubs & ribs
but I included some of the asymmetric details from the right side of the gun , still have to finish the left side and sketch up the scope, I also jsut noticed that I completely forgot a piece that sits right behind the flash hider on top of the barrel
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the UV's could still be improved, give this a shot :
apply a checkerboard texture to the model while UV mapping, then try to keep everything in evensized squares,
otherwise you'll get blurry/stretched textures on some places and extremely crisp textures on other parts
just compare your barrel with the back of the gun and you'll see what I mean, the checker texture helps to avoid issues like this
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your last idea will def require a code mod
Tempust85 likes this -
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for some reason I can not embed it, says I'm not allowed to use that image extension which is strange as I think I embedded .jpg images here before...
minilogoguy18, Boothand and Bek like this -
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will work aswell , another option would be an exchangeable floor.jpg in the modview folder, just as it's done for EffectsED or you could leave options :
grid, "solid color floor" and "load floor texture"
Omicron and Archangel35757 like this -
Good to see you back on board mate
take your time, RL is allways more important so get that stuff done and find your peace by modding during the breaks, that's what I do
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Bek likes this
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Mac/linux ?Wish my computer could handle this kind of 3D modeling program.
otherwise I don't see any impediments atm - this scene is not high poly at all
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I see, so I guess that means you're kinda allready at it
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nice !
sorry If you allready answered that question : what about realtime shaders ?
letting us preview our JKA shaders in modview would be awesome but I don't know if that's possible at all without rewriting the whole renderer in Modview
Archangel35757 likes this -
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Yes, I do most frequently the animation controls and texture reload buttons
Archangel35757, Omicron and Mandalorian like this -
continueing what I started with my Murasama, here comes Raidens High Frequency blade from Metal Gear Rising
still have to add all of the detail plating to the handle until I can call this lowpoly version done
Bek likes this -
But reskinning a Reborn to make it look like the Jedi Hunter is just...eh...
at least he tried
the model certainly isn't perfect
Major_Tom likes this -
a wireframe overlay pic taken from blender would actually be a lot nicer @@Mandalorian
sry , I should have expressed myself clearer
but as far as I can tell from that pic you could save a few faces at the rifles stock
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Well looks like i'm late to the Party
first model you say ? not bad !
but as you know me I'm, quite itnerested in seeing a wireframe overlay, to give you some suggestions to improve your models performance ingame
[sharedmedia=tutorials:tutorials:177] take a look at this and give these a shot each saved face is a surface less the game has to render and thereby beneficial to performancewhen I started I did not know a lot about this stuff and really didn't give a shit, which is why I've started to remake some of my older modelsyou don't have to follow my advice but I think you might benefit from thisEDIT : you should also look into smoothing/shading breaks in blenderthey'll help you define hard edges -
@@dark_apprentice , which program do you use to edit the images ? Photoshop ?
the alpha channels had to be edited and I'd prefer teaching you how you can do it yourself rather than just giving you the fixed files
you should also remove the Jedi Knight logo saber from your hudleft & hudright images to avoid any wierd issues
Barricade24's WIPs & Projects
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I'd darken the specular map a bit for most of the armor as it shines pretty bright atm which doesn't match the greyshade camo paint on his armor