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Posts posted by AshuraDX
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you dont need thin brushes
box brushes will do fine , that's what I did
just caulk the bottom side
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@@AshuraDX: Sorry man but I could never get the .ase exporter to work. Here's the .map file if someone can convert it:
http://www.mediafire.com/?3ibzo3eviturdor
Also, as much as I love what you've done, is there a way to offset the layers to make it more realistic? Like have layer 1, then layer 2 will be shifted a bit up and to the right, and layer three will have the texture mirrored, and so on? And lastly I'm a bit confused. Are you making a model of the hedges or a shader? I understand the other foliage like flowers was going to be modeled, but I was hoping for just a shader for the hedges to that I could just apply it to the brushwork I've already done. It would be a massive pain to try and redo it all.
allright i'll try to catch szico onlnie for the conversion
okay now a few things :
the hedge model was an exmapel what I'd like you to do with your hedges , using different offsets for each texture layer shouldnt be a problem with gtk's texturing tool
the flowers wont be modeled , I was thinknig of using a sprite based "grass" shader with a flower image so isntead of a grass halms you get flowers on all brushe using the shader
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@@Botdra will model ASAP , could you pass me that brush archway as ASE ? for scaling reference
I'm currently working up an example for your hedges
so here check this out :
my hedge persists of 3 outer , alpha mapped shells a core hedge brush and a base
the very out shell doesn't touch the base of the hedge
I'M still waiting for my bud to pass me the photo's
ChalklYne likes this -
oh these are some nice refs !
I'll prepare something for you later , I hope you dont mind making adjustments to your hedges
and I allready got an idea for those flowerbeds , it will require a flat trianlge (or whatever shape you want them to be) on the floor the shader will do the rest
CaptainChar and ChalklYne like this -
@@Botdra I just sent a friend of mine who allways carries his cam with him to take some good shots of a few hedge
but I dont know how long it will take till I get his pics as it depends on when he comes across a good looking hedge the next time
he's out of town so I sadly cant borrow his cam and take those shots myself
you'll get some decent hedges
ChalklYne likes this -
Allright then , looks liek I'll have to borrow a good cam and take some good high res shots from various hedges
might take me a few days
ChalklYne likes this -
@@ChalklYne haha , so I get the real work ?
we'll see what @@Botdra wants , wether he allready has allready made a choice for a final texture or still needs one
if he need's a good texture I think I could quickly work something up
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That's exactly what I will do, but as I said I'll need someone's assistance with that, as even after spending a while with shaders for skins etc. I still have a lot of trouble with them and usually have to copy and adjust other people's shaders.
ah allright , guess I could do that for ya but i'll have to refresh my knowdledge about making shaders for maps
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I have an idea for your hedges , but you'd need to duplicate them and shrink them down a little so you get 2 layers
the outer hull will recieve an alpha mapped version of your hedge texture
the inner brushes will be textured with a slgihtly darkened fully opague version of the texture
the slgiht offest between both surfaces will create the illusion of depth
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it works for me
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If he uploaded it here, then you have to wait for it to be approved by a staff member.
^this
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uploaded a playermodel verison of the wampa , pretty crappy rig but I'm to lazy to put a ton of effort in an monster-to-player port (right now)
Tempust85 and katanamaru like this -
that'd actually be quite an interesting experiment....
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far form done , started worknig on this as I needed a break from the body textures and hadn't done shit for days
Barricade24, ChalklYne and Circa like this -
the ingame hilt models are the same as shown in the menu
I jsut checked a default hilt :
saber_1
Verts : 249
Tris : 234
but heck I made some higher detail hilts , and soem jsut crappily mdoeled hilts with high vertcounts but I'd say 1.5 k verts si the absolute max for a hilt
the ingame hilt models are the same as shown in the menu
I jsut checked a default hilt :
saber_1
Verts : 249
Tris : 234
but heck I made some higher detail hilts , and soem jsut crappily mdoeled hilts with high vertcounts but I'd say 1.5 k verts is the absolute max you should aim for when making a hilt
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that's looknig pretty nice so far , I guess this was subdivided for a more beatiful render ?
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not polys : vertices , JA cares mostly about vertices you can have 32 polygroups with 1000 verts each , having more than 500 for a piece will disable dynamic shadowing
and there's another animation reated error chalk keeps experiencing with high tri models , right bud @@ChalklYne
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Do you have a goal in regards to poly count?
nope not really , I just want to stay within in JA's limits
and I'm kinda close to hitting those right now so I dont plan to add any more detail
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Very well... continue =P
oh...
and get some sleep dude lol
dont b like me and mod 48 hours straight lol
didn't But it was 2 am allready so I thought I should quit before I get completely carried away AGAIN
ChalklYne likes this -
Not too bad! What's it for exactly?
Just for the sheer will of his creativity
not just that :
a. had been thinking about modeling him for a while as he used to be one of the most requested characters and there wasn't a decent model of him and I allready attempted to model his head ages ago (but failed)
b.Chalks numerous attempts made it look like a challenge to get his head right , which it was and I'm still not happy with the textures
c. and it's ofc going to end up in JA
I really dislike the straps. And as for the torn peices of cloth... dont do it like that... do it like this...
exactly like it looks. Paint the rips exactly like this.
For the straps, make each one independent man. Wont cost u but maybe 100 tris and the entire model would look so much better. Then overlay maybe a stretched satin texture (easily created in photoshop) to get that clothy look to it. with this guy, if u spend so much time on the face, better spend so much time on everything or itll look like a decent head transposed onto a jka body. you're scared to use a few more tris huh? its yer model bro
1. I'm NOT done with the torn cloth pieces it was jsut getting late AGAIN (again) and I figured I'd just take a few renders and go to bed afterwards
2. modeling those straps will take more than quite a few hundreds of verts , as I'll need to have 8-10 sides for each one to get them to look halfway decent and I'm allready at 4890 verts/6193 tris so I'm kinda in the red-zone allready
ChalklYne likes this -
today's work
Merek, Circa, LordDesann and 4 others like this -
Starkiller body final Geo (View in 3D)
allright , will do @@Psyk0Sith
finished the body geometry for the most part , still have to do slight adjustments to the hip belts
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just noticed I have to widen the neck a little , treid to reshape the head to hit your crits @@Psyk0Sith will uplaod to p3d.in later
so this is my current body wip , I'll make heavy use of alpha maps for all that torn cloth
EDIT :
Starkiller Body WIP (View in 3D)
just have to add some cloth strips to his left wrist and the upper body geometry is done
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Starkiller Head (View in 3D)
uff redid the hair , looks better now , doesn't it ?
I guess I'll take a break from texturing here and move over to modeling his body
EDIT : time to smooth out the corner of his lower jaw , he could pierce soemone's eyes with it atmEDIT 2 : @@Psyk0Sith any progress with your paintover ?
ChalklYne likes this
Adding extra Saber blade colors?
in Mod Requests & Suggestions
Posted
should be possible since the sourcecode was released but I have no clue how one would do that
here's a shout out to someone who might know
@@eezstreet