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Everything posted by AshuraDX
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About to call it done http://imgur.com/gallery/nctGv for those wishing to see more I'll submit a v1 in an hour or so
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it'd just be nice for custom vehicles , I came across this while working at my skiff : in order to change the default swoop riding animation you have to completely replace it which makes other vehicles that are designed to use that aimation (tauntauns ,swoops) like shit and I guess it wouldn't be too much work , would it ?
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https://www.humblebundle.com/ keep an eye on this guys new bundles every day
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get noesis and convert the md3'S to something else
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oh please dont go by the "the sith are evil so I should make it black&red" clichee , PLEASE ! stay closer to the original scheme or atleast dont use such a bright , strongly saturated red , go with a copper tone or something , or reddish brass offtopic : I'm a guy and also @
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- 9 comments
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- Non Star Wars Related
- Celebrity Skin or Model
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damn , get well buddy I tried your method at my skiff textures that are 50% painted and 50% baked - did not look too great as embossing every little crack and such certainly doesn't work too well what I like to do with handpainted ,that are supposed to look painted, textures is using the find edges filter at a merged copy, desaturate that layer and set its blendmode to multiply which gives a neat AO effect here's an example on hwich I applied said trick : sadly I dont have the PSD anymore , this is a tileable rock texture I made for Minecraft , ingame
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this site doesn't look like it only has ported content , atleast I couldn't discover anything obvious so far but I didn't really browse the site yet
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another way would be to split the mirrored mesh piece in 2 and assign 2 different textures to them or copy a piece of the mesh you wan't your decal on and apply a decal shader to that piece. this would exchange UV mapping with simple modeling work
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just as awesome as the original is this remix by Voicians
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I just do copy merged and paste that as a new layer to get everything on one layer which keeps the other layers intact and allows me to do quick changes I have to say I dont reallyl ike the result your method delivers that much , but it mgiht work in some cases
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your work reminds me of some of my older hilts , I think you should try to use the famous noise + motion blur combination in a more subtle way , so far the brushed steel effect is to strong and blurry, the later could be fixed quite easily ,just try this : 1. open your PSD in photoshop 2.go to : edit/copy merged 3.paste your copy as a new layer 4.use filter/sharpen/sharpen on that new layer 5. adjust opacity to your liking
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@@Rooxon oh I was just asking to see if there was a better way to create wrinkles&folds than how I did it here I'm also trieing to avoid filter usage as much as possible thanks for the offer though ! A word on my Starkiller model : I dont know when I'll finish this as I kinda lost interest for now but I certainly will finish him I just don't know when that'll happen - yet
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
AshuraDX replied to Archangel35757's topic in WIPs, Teasers & Releases
I use max 2013 anyway so give it to me guys -
@ PM sent
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been able to get it fix'd and now I need some beta testers , who's interested ? Bantha II Skiff by ashuradx on Sketchfab
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I recently noticed that modders lack the ability to change the rider aniamtion for vehicles , without replacing the specific line in aniamtions.cfg , is there any way you guys could implement this ?
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my web issues have still not been fixedand I dont know when they will be . But I set up the mesh to be put ingame
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Done with the textures , but technical issues leave me without internet at my pc so i'll have to delay the new pictures
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small update , just some color changes here and there so far , no real texturing done yet I also updated the sketchfab page : Bantha II Skiff by ashuradx on Sketchfab
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@@Vegeta , waddya think so far ? it's obviously not done yet Bantha II Skiff by ashuradx on Sketchfab
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Finally , a month later I got "some" progress to show just the Ambient Occlusion , Cavity and curvature maps I got after baking the details from my highpoly mesh to my lowpoly mesh applied to the finished lowpoly model it still needs fine texture detail and color but I think it allready looks pretty good
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@@Circa , I was indeed sadly it appears to be lost . I might get another one going once I'm less busy with school related stuff
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hopefully next week, I have a shitload to do for school and I'm still in the preparation for my upcoming move next weekend after that I should be back to normal business finally