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Posts posted by AshuraDX
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Damn, wonder if it's usable and available to buy.
it's usable, atleast all of the Man at arms weapons have been so far, but they are not for sale - sadly
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hm... i'll try that red blade thing
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blade might appear too long , but it should match the default lightsaberblade length from Jedi Academy (about 4 times the hilt)
if it really is too long I'll shorten it later, as that's not too much work
Asgarath83, therfiles, NumberWan and 2 others like this -
Hello everybody , you might have seen my recent status update allready but incase you didn't :
I just stumbled across this :
I really like that design and decided to start modeling it, quality wise I'm aiming for the same level of detail as with my ahsoka hilt
while still trieing to stay as low as possible with the vertex count, the hardest piece to create, without wasting a shitload of vertices and tris on while maintaining a smooth, rounded look, is the tsuba , which I just finishedI'll
probablyrelease 2 versions , one with the katana blade and the other with a regular lightsaber blade in place -
Chibi Kyle Katarn ?
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Or select face/polygon and hit "Z", then "W" and drag the axis you want with the mouse to extrude. (I'm trying to get used to using the keyboard shortcuts.) Thanks @@AshuraDX!
I find that Silo really isn't a bad software (so far). It's buggy with adding the reference images on my Mac, but it works fine on Linux. It's also really easy to fully customise to your liking.
Silo certainly is not a bad program, i've just grown so used to 3ds max that I barely use it, even though I just noticed that my Silo2 (on Steam) was somehow upgraded to the professional version O.o
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upload the model to sketchfab
Anyway that model will need some proper smoothing groups or it will look very wierd, if people try to use it without rend2
the shaidng will end up looking like on that untextured model , which is something nobody wants
Tempust85 likes this -
I could slap it onto my Jedi HM.
if you wish, I could pass you a .max file with the weighted head, I just need to know your max version
Tempust85 likes this -
not bad for a first model !
while I own Silo 2 myself, I never actually used it to create a new model, only to make changes to models I made in max
I'll keep an eye on your work here, If you need help anywhere let me know
Edit : just had a look at my silo, to extrude simply select a face, then hit the extrude button on the top left, now a small yellow/orange ball should appear in the middle of your selected face/polygon click and drag that ball to extrude
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pretty much, yes
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woah , tone down those surface chips a lot , they look way to sparkly atm
othwerwise that's not bad , I'd add a lil more dirt in those cavitys
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should do the job
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wow , I never had trouble with xnormal
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nice work , I guess you'll now switch to nDo2 to create the stock&grip details ?
Tempust85 likes this -
Strange - now I too have the same wierd lit from back thing in both , SP and MP
as you can see both AT-ST's are lit stronger from their backside even though their alignment in the world is completely different and this doesn't match the direction the sun light in that area is coming from in any way , they are also completely uneffected by any other light sources in the map nor the lightsaber's dynamic light which is pretty odd, in my opinion
z3filus likes this -
nice idea , I'm digging that - I could throw an unstable saber blade fx in the mix if there's enough interest
i'll get some screenshots later as the ones I currently have are taken with a model I can show as of now
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Haven't exported to GLM to see in ModView, as far as I know @@AshuraDX has only exported a static model which is probably a MD3 model.
nope glm , weighted to Jose carlos Throwable stuff asset skeleton , and @@Xycaleth it looks perfect in modview , would oyu like to have the mesh to take a look at it yourself ?
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in Photoshop I'd have done this using a seperate masked layer , Gimp can do that too and this is pretty useful if you wanted to blend 2 textures together aswell as you can allways change the way the 2 textures blend by editing the layer mask
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The Normal maps display correctly in every program I looked at them sofar aswell as the mesh normals, the only thing thats off is the strange lighting bug which only appears in Jedi Academys multiplayer, base JA and OpenJk, while it's lit correctly in Jedi Academys Singleplayer. So I guess there must be a difference in how the renderer renders models in jasp & jamp
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@@Xycaleth yep, otherwise it wouldn't render correctly in Substance and jasp
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@@OmarFW yup everything up to date
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soooooo do you plan to create a highpoly mesh to bake Normal maps from or will you take the route I took with mini's AT-ST ?
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Some more testing revealed that my static model is shaded correctly in base JA SP while the wierd "lit from back only" issue appears in base JA MP aswell
really strange
[WIP] Man at Arms - Reforged Lightsaber Katana
in WIPs, Teasers & Releases
Posted
finished texturing it
EDIT :
Imgur gallery with more pics
also showing the highpoly model
https://jkhub.org/albums/5M4At