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Everything posted by AshuraDX
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Neat ! can't wait to see more
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https://dl.dropboxusercontent.com/u/35503378/Grindstones.zip @@Boothand or any other mapper would you mind to quickly test the model and shader for errors (ingame aswell plox) ? been a while since I messed with map objects and I dont have Radiant installed right now
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still have to export it as an ASE for him @ I could also create a few textures for you if you need any I could porbably create a larger version of the wood texture used for the grindstone which you could then use in your map
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@@Boothand better ? about 50% strength for the snow bump
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@@Boothand thanks to substance designer that's easily changeable just have to drag a slider around
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I think those steps need more "weight", let his "hips" come down a bit more with the steps and probably let his knees bend slightly further I think it looks incredibly static atm as the hips stay at the same height all the time
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Normal mapping off : Normal mapping on : @@Boothand let me explain my process, I've linked images to illustrate the process : After redoing the UVs, I took one of the wood textures I've linked here yesterday and a random stone texture I had on my hard drive and layed those out in Substance Designer, in Substance I tiled, scaled and rotated the textures until I achieved the look I was going for and then masked textures to the appropiate UV chunks and added a few nails. This map would later become my premade diffuse map for dDo I then used "bitmap2material light"(the full app is like Crazy Bump, but on Steroids) inside of Substance to create a normal map & specular map from those textures which I later overlayed ontop of my baked normal map from 3ds max I used the generated premade spec map and the combined normal map later in dDo using the generated normal map I let Substance create a curvature map, then used a levels adjustments to isolate the (black) cavitys in the wood. I did this to create a neat overlay for my baked Ambient Occlusion map from max After blurring the baked normal map and multiplieing my overlay on top I ended up with this AO map for dDo Using the material masks I created earlier, and some Photoshop work I created this material map for dDo (Beige=Wood, brown=Stone, brown/redish-grey=iron) by then I had everything I needed to get started in dDo. I won't explainwhat I did in dDo so here are the finished textures, notice that I scrapped the stone texture I used and replaced it with a texture generated by dDo here's the end Product : Diffuse Specular Normal Gloss then I took those back into substance to add snow, using various tools and quite a bit of painting in Substance to get a decent snow mask, here is the snowy version : Diffuse Specular Normal Gloss Any comments/wishes @zeƒilus ? I can easily tweak the snow and everything you want to have tweaked
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Allright !
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Painting a realistic wood texture is hard, very hard stylised wood textures are kinda easy though anyway here's what I could do to the Grindstone, I remade the UV's to get a more even texture resolution over the model 3D preview (link to sketchfab) @zeƒilus if you want snow on this let me know and I'll make a snowy version
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woah, that needs to be cleaned up the handle is a complete mess right now You have quite a few random vertices you really don't need (atleast from what I can tell) in there
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@@Mandalorian Sorry again, Wireframe overlay would be better than a pure wireframe pic I need to express myself more clear the next time
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@@Boothand send me the model and i'll retexture it if I find the time to do so cgtextures offers free textures anyone may use so there'S no problem with that
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give it a run, if it's not too much work probably the code willl have to be tweaked though
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wireframes please ! keep it in mind for your WIP models as wireframes make it easier for us more experienced modelers to help you improve your models
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@@Boothand 2 options : a. sketchfab is acting up on me b. the textures are blurry as fuck and quite low res O.o if it's the latter get a neat high res wood texture and a sharper stone texture for the stone, it should have a really rough surface try these for the wood : http://www.cgtextures.com/texview.php?id=36869&PHPSESSID=j2h23k0udd9atu526b480ctc13 http://www.cgtextures.com/texview.php?id=39500&PHPSESSID=j2h23k0udd9atu526b480ctc13 I'll keep looking for something fit for that stone
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a bit more work done
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@@Barricade24 sure, just let me find and upload it you mgiht want to reskin it though as I did a pretty quick& sloppy job while texturing that skull Edit : found it https://dl.dropboxusercontent.com/u/35503378/Skull.rar
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I don't know how the texure is set up but this could probably work : models/players/Gregor/visor models/players/Gregor/visor { { map models/players/Gregor/visor blendFunc GL_ONE GL_ZERO rgbGen identity } { map models/players/Gregor/visor-spec blendFunc GL_ONE GL_ONE glow } }try with and without the "rgbGen identity" line this line will prevent it from recieving shadows, see wether you like that or not
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Put another few hours into this - still have to finish the black piece, currently it relies on smoothing groups for those hard edges which is something I will have to change later
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@@Barricade24 better, yes now show me that shader and give me your helmet texture I'll take a look at it
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Blender player model - whole progress in this program
AshuraDX replied to Langerd's topic in Modding Assistance
and keeping their chances to learn something new that low keeps more from starting as they give up before they even got started -
Trying to get back in the game...
AshuraDX replied to DarthStevenus's topic in WIPs, Teasers & Releases
Stevenus ! Welcome to the Hub, Long time no see buddy -
I just remembered that I still have this guy somewhere
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@@minilogoguy18 if you get it a decent UV map I'll texture 88 for ya, you guys can also count on me for a few of the guns @@DT85 we should probably start splitting up the list of guns