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Posts posted by AshuraDX
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Fed the model and my maps to dDo , 20 minutes of messing around gave me this :
noticed major flaws in my current (probably 6th or 7th) AO bake... so back to baking AGAIN
minilogoguy18, Tempust85, Bek and 1 other like this -
I'd call this done , running out of ideas and reference material for details
Tempust85 and minilogoguy18 like this -
yup , the new JA reborns could work pretty well I think , due to their bulky bodys , I think the generic JO reborn might be too skinny to match Skeletor
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Calling the center piece done , don't see any purpose in adding more detail as this piece is rarely seen anyway
if you don't like the wires @@minilogoguy18 let me know and I'll remove them , but I think they add nicely to the model
EDIT :
Tempust85, minilogoguy18, Barricade24 and 1 other like this -
@@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
EDIT : added the wires/tubes
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
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Progress for today
Circa and minilogoguy18 like this -
it's a change that could be applied while keeping 99% oft the UV layout the same though , you could even use the existing topology and just by shrinking/moving a few edgeloops get the suggested shape
then just relax the UV chunk for the blaster and voila - i'll only commit those changes if @@minilogoguy18 likes the idea
Tempust85 likes this -
Mesh changes are up to mini - I only take care of the texturing work
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probably the eyes are a little too wide aswell
Milamber and Barricade24 like this -
Work will be halted for this weekend, gf coming over
Tempust85 likes this -
Boothand, Darth Sion and minilogoguy18 like this
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Got the Blasters & Cannons done
I also fixed some wierd noisy areas in my normal map resulting in smoother surfaces in some areas
I love substance designer, did I mention that before ?
Omicron, Darth Sion, Grab and 4 others like this -
calling the main cabin done - time to work at the guns
Archangel35757, Psyk0Sith, Tempust85 and 1 other like this -
@@DT85 , I think @@Archangel35757 refers to the visible mirror effect in his ponytail
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Shameless Doubleposting to bring you an update
Finished the top of the cabin and got some AO & curvature in the diffuse channel for now - will tackle the bottom tommorow , or actually today , afternoon.
Please note that the AO bake has some errors due to mirroring and such I didn't consider yet , so I got some cleaning up to do here and there
minilogoguy18, swegmaster, Archangel35757 and 2 others like this -
Mini got me to texture his AT-ST
here are some current WIP shots of the pilot cabin , so far I'm only working at a normal map in Substance Designer & Photoshop
minilogoguy18, Tempust85, Futuza and 4 others like this -
Nope lacked the time to get to it , started that generic base mesh though but it didn't come very far
Barricade24 likes this -
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must have been the angle , nice work !
But I think the nose mgiht need some slight adjustments there :
Tempust85 likes this -
Circa likes this
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@@Milamber, @@Scooper, @@DT85, @@Psyk0Sith:
According to Rich Whitehouse, "...GLM as a format only stores vertex normals... ...by default Noesis will only write per-vertex normals." "...Everything would be converted to vertex normals [from Noesis] when targeting GLM as the concept of smoothing groups doesn't exist in the [GLM] format itself."
So for now @@Milamber... use the vertex normals option. I honestly never looked into this area of the original source code-- as it didn't seem broken. @@DT85 (to my knowledge) has not had any issues with getting his models and normal maps looking proper in-game.
I will look into this area of the code to see what it is doing-- and if necessary... create an option to export vertex normals respecting smoothing groups (which it could be doing already and just mis-labeled).
Please post here to describe your issue, post screenshots of model and export options, etc. Thanks!!!
neither had I but I "explode" my smoothing groups before exporting , actually before rigging for Jedi Academy
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something wierd is going on with that ear O.o , may I see the sculpt or get a better view of that ear (without hair) ?
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ah I see , building OJK with rend2 atm - so far nothing exploded as expected I'll report any problems I run into that I can't fix with a quick search here
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Did anybody write a guide on how to setup and use rend2 yet ?
couldn't find anything on my quick search and while I'm sure there have been posts containing pieces of information all over the place
would anybody mind writing a quick guide and post it under tutorials ?
CUSTOM SKEL NPC: AT-ST
in DF2 Mod Development
Posted
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