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AshuraDX

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Everything posted by AshuraDX

  1. @@DT85 I have one question : are there any sides of the view model that def. won't be seen ? Bottom & Front maybe ?
  2. 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
  3. Nothing to really show yet but here's a first Piece that's near completion starting with the highpoly mesh this time , next shots will most likely be from mudbox as that handles high poly scenes way better than Max
  4. https://jkhub.org/files/file/2042-raiden39s-high-frequency-blade-metal-gear-rising/ Released !
  5. Version 1.0

    1,476 downloads

    Recreation of Raiden's High Frequency Blade from Metal Gear Rising "Its metallic structure strengthened by an alternating current, this blade resonates such that it weakens the particle bonds of whatever it cuts. Its effectiveness is further boosted in blade mode, which consumes energy but enables high-speed attacks. Customized by Doktor to absorb fuel-cell electrolytes from its victims." ( Source: Metal Gear Rising - Revengeance) The sword comes in 3 versions : High Frequency Blade : Adjusted saber length to match that of the models blade, shorter reach than default Jedi Academy sabers Single Player cheat code : saber HFBlade_MP1 High Frequency Blade (Base JA Length) : the same as above with a saber lenth of 40, granting you slightly longer reach than the physical blade would suggest - this makes it the exact same as a base Jedi Academy saber. Single Player cheat code : saber HFBlade_MP2 Raidens HF Blade (3x dmg) : Not available in the Multiplayer saber menu, only acquireable via the cheatcode in Single Player. Single Player cheat code : saber HFBlade IMPORTANT! : (1): before you attempt to use any of these cheatcodes, make sure that cheats are enabled, to enable cheats enter : "helpusobi 1" OR "devmap all" (2): For those who have OpenJK with the rend2 beta installed, I've included rend2 materials Have Fun ! Check out My other Metal Gear Rising Weapons : https://jkhub.org/files/file/2030-%7B%3F%7D/
  6. 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
  7. 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
  8. your last idea will def require a code mod
  9. a first ingame screenshot 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...
  10. Done still have a few minor tweaks to do until it's ready for a release , might aswell have to adjust the blade length as it's now about as long as a saber blade with a saberlength of 24 in JA which is ridicously short
  11. 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"
  12. 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
  13. @ Google autodesk 3ds max and get the trial version. If it works fine you can sign up at autodedk students and get a free learning license for 3 years. But Blender for example allows you to reach the same quality and is free. Just remember - it's not the software that makes your work look good
  14. Mac/linux ? otherwise I don't see any impediments atm - this scene is not high poly at all
  15. I see, so I guess that means you're kinda allready at it
  16. 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
  17. @@Xycaleth Yes, I do most frequently the animation controls and texture reload buttons
  18. 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
  19. at least he tried the model certainly isn't perfect
  20. DA FUCK

    1. Show previous comments  2 more
    2. Onysfx

      Onysfx

      What is happening to America...these guys are worse than the galactic empire...

    3. eezstreet

      eezstreet

      What? Are the Jedi taking over your account?

    4. Onysfx

      Onysfx

      They must be...I TOLD YOU IT WOULD COME TO THIS!

  21. 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
  22. 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 models you don't have to follow my advice but I think you might benefit from this EDIT : you should also look into smoothing/shading breaks in blenderthey'll help you define hard edges
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