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Posts posted by AshuraDX
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you'll have to add your own saber style images to overwrite his old ones , I'd suggest maybe coloring the Jedi Knight logo saber in the matching color
your suggestion would be possible aswell , just rotate the saber on your images and it should work
dark_apprentice and therfiles like this -
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I don't miss anything really, but i'll see If I can come up with something that might be worth adding
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a little blurry , maybe a bit more definition then they should be fine
EDIT :
I also just noticed that the coloring of the hands does not match the body at all , yellow highlights and way to saturated shadows instead of pale blue highlights and shadows
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ah okay, then nvm the 500 vertices
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the topology should work out for such an old game , anyway to answer your other question , there is not much deformation happening at the upper half of his heads backside so don't worry about those triangles , you might want it to match the neck of the base JKA models
I don't know how many sides it has to be right now though , just import your retopoed mesh into 3ds max
import a base JA model and then scale and target weld as required also : try to get that head under 500 vertices otherwise it wont shade correctly ingame - sadly
Boothand likes this -
@@Barricade24 okay, I tried to record something for you to support my descriptions, notice that I do not have the same amount of muscle mass one would expect from skeletor but I hope my biceps is defined enough( and that the lighting isn't too crappy) that I can use my own arm for explanation as it's kinda hard to find fitting pictures
https://www.youtube.com/watch?v=9KNKgYxvZGc
let's hope this helps, if it doesn't I made myself look like an idiot for no reason and will do a paintover insteadBarricade24 and Boothand like this -
Great Work ! so far
I have one further suggestion though - lower the definition of his biceps lower end , and stretch it out to reach allmost down to his elbow
I could probably provide some pics to further illustrate what I'm saying, if you need them
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If you could use entirely open-source and free license software to produce the in-game results, that would effectively skip this last step of potential controversy.
that's not impossible actually, any kind of vehicle or creature that utilises a custom skeleton with custom animations and was exported via MrWonko's blender plugin should fall into that category, as long as the other prerequisites are met
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for those interested :
Murasama Lowpoly by ashuradx on Sketchfab
Murasama High Poly model by ashuradx on Sketchfab
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depending on your setup yes, if it's a sepperate layer lowering the opacity should work aswell
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naw not anything
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some suggestions :
reduce the intensity of that cloth pattern overlay
add some red & brown stains to the hood
probably reduce the darker shades of blue/gray around his biceps , the model doesn't really allow for painting muslce on and if you try then keep the shading subtle, otherwise it'll just look off
his biceps also looks flexed , paint it in a more relaxed position to ensure that it will look good during most animations the character will go through
Barricade24 likes this -
released, last mod in the row for now, school coming back up wednesday so mods will take a while longer to complete from now on again
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yup, I only have the regular HF, the wooden and the Fix Blade in MGR sofar so I can't take screenshots as reference material for the other high Frequency blades, like the armorbreaker or the stun bladeYou made THIS in 12 hours?
Okay, it's "just" a sword (Hight Frequenzy Blade to be exact), but the details are just f***ing amazing.
Are you planning to make more of these things, like the Fox Blade?
but I plan to create those I have, except the wooden sword
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Well okay , I spent over 12 hours at this today, the last 2 of them on some effects stuff which is not done yet and therefore not visible on these images
I really like the way the textures turned out , even though thry could be higher res at the handle, sadly I noticed this too late and was to lazy to redo everything after adjusting the UV maps
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Started working at Jetstream "Minuano" Sam's High Frequency Blade, the Murasama, from Metal Gear Rising.
The easy part is allready done :
Still lacks UV maps, the fun part will be the creation of the highpoly mesh
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Woah! Nice work! Don't worry about it too much. If you didn't think it looked good, then it probably didn't.
Allright, feel free to reskin it if you wish though
Currently thinking of modeling a few swords from Metal Gear Rising, if you want a red blade you'll probably like one of them
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The resource cannot be found apparently ;_;
Looks superb, when the link works I'll go download it
whoops, had a typo in there, thanks !
forgot to check the link before submitting
it works now
Omicron likes this -
Finished
and published, hope you guys like it
@@therfiles I made the blade red temporarily and didn't like it that much , if you really want a version with a red blade let me know and I'll get crackin at it
@@Omicron the blade length doesn't look so odd ingame, but if more requests for that come up I'll do it
New HUD for JKA (based on TFU-2) *Help*
in Modding Assistance
Posted
@ dark_apprentice I dont really understand what you want, do you want to move the entire hud to the left or something else ?
probably you could attach a screenshot and paint over it