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AshuraDX

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Posts posted by AshuraDX

  1. shoutout to some people who might be able to help here : @@eezstreet @@Xycaleth @@DT85

     

    Rend2 is giving me some funky results :

    textures/models/atst/st_m
    {
    	q3map_nolightmap
        {
            map textures/models/atst/gray
            rgbGen vertexLit
        }
        {
    	stage normalparallaxmap
            map  textures/models/atst/st_n
        }
        {
    	stage specularMap
            map textures/models/atst/st_s
    	specularReflectance 0.25
    	gloss 0.1
        }
    }
    

    Ingame :

    shot2014-08-08_04-40-18.jpg

     

     

    This second shader , appears to work as it should ingame but sadly it looks like the model is allways lit from the same side , as If I baked a lightmap and put that on the model

    textures/models/atst/st_c
    {
    	q3map_nolightmap
        {
    	stage diffuseMap
            map textures/models/atst/gray
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
    	stage normalparallaxmap
            map  textures/models/atst/st_n
        }
        {
    	stage specularMap
            map textures/models/atst/st_s
    	specularReflectance 0.25
    	gloss 0.1
        }
    }
    
    

    As you can see it's allways only the back side of the model that is lit , I tried r_forcesun 2 and it had absolutely no effect on the model

     

    shot2014-08-08_04-37-33.jpg

     

     

    EDIT : the lighting issue also appears with the vanilla renderer - no clue what's going wrong here

  2. @@Archangel35757 I'M working in dDo so the AO map is a seperate input which I can easily swap out and adjust anytime so I dont really lose any progress just need to do a new production render in dDo everytime I switch out the AO and Material map whch is a little Time Consuming

    but absolutely not the end of the world

  3. LARGE IMAGES AHEAD

     


    screen04.pngscreen05.png

    screen07.png

    screen08.png

     

    still has some issues with the AO Bake , but I got allmost everything sorted out AAAAAND I crammed the wire UV's inbetween the AT-ST Uv's so this whole thing runs on a single 2k map for now

    I also have to work at the material sepperation - so far most of the bolts and plates are assigned to the same material group in dDo which I dont like , so I'll have to split the material groups further

     

    This is, a downscaled, version of my Material map - each color belongs to a specific material

    Hf7NUjv.png

    Once I'm done with this there will be various gray pieces scattered all over the orange areas here

    each of these representing a bolt or small plate

  4. Maybe a little too much yellow.

    might be dDo's lighting system , HDR Image-based Lighting and I can't load custom images in there so the lighting will allways be tinted , for the next shots I'll leave the background in

     

    EDIT : Just one of my retarded Ideas.... there's an Astromech tag for the Xwing , right ? that bolts an astromech model to the Xwing , correct ?

    what if we create an ST-Pilot and set him up like an Astromech and then bolt him to the ST via the Astromech tag ?

    That way we could porbably achieve what @@Archangel35757 asked for

  5. @@minilogoguy18 , mind if I add a few 4 sided wires to the mesh ?  I'll make sure that weighting them wont be too much work and they'll stay a sepperate object you can just import in your scene

    skinning wires like this seriously doesn't look good . they'll total at around 8 wires some might be made as alpha mapped planes

     

    Anyway here's the current update

    YlHeuZD.pngD2KLfFU.png

    IeUc0SE.png

     

    EDIT : added the wires/tubes

    jeic1wz.png

    they currently use a single 128² texture and add 248 vertices to the model , including the 2 extra wires, not seen in this image, that are attached to the pilot cabin

    Tempust85 and Boothand like this
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