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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. show me your seam , and the mesh before mirroring probably I can help you fix it
  2. @@Boothand STOP before you go ahead and start over , check the autobackup folder for a backup of your scene
  3. Possible Base replacement Skin Candidate :
  4. Screengrab from dDo's model viewer. I'd call this version of the textures done - upcoming : -Snowy -Mossy -Heavy Dirt & Rust
  5. @@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
  6. LARGE IMAGES AHEAD 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 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
  7. 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
  8. 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
  9. I'd call this done , running out of ideas and reference material for details
  10. 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
  11. 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 :
  12. @@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
  13. 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
  14. Mesh changes are up to mini - I only take care of the texturing work
  15. probably the eyes are a little too wide aswell
  16. Work will be halted for this weekend, gf coming over
  17. AT-ST Pilot Cabin by ashuradx on Sketchfab a couple small adjustments , I'll call the cabin done
  18. 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 ?
  19. calling the main cabin done - time to work at the guns
  20. @@DT85 , I think @@Archangel35757 refers to the visible mirror effect in his ponytail
  21. 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
  22. 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
  23. Nope lacked the time to get to it , started that generic base mesh though but it didn't come very far
  24. @ *phew* allready was afraid I was misstaken XD
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