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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. 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
  2. that's looknig pretty nice so far , I guess this was subdivided for a more beatiful render ?
  3. 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
  4. 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
  5. didn't But it was 2 am allready so I thought I should quit before I get completely carried away AGAIN
  6. 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 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
  7. 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
  8. 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
  9. 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 atm EDIT 2 : @@Psyk0Sith any progress with your paintover ?
  10. Starkiller Texture WIP (View in 3D) updated , kinda like the hair but I guess I'll redo it again added the scar above his right eyebrow about that deformed face... didnt notice that noe before , good find !
  11. Starkiller Texture WIP (View in 3D) blah I'M kinda happy with the skin Texture but I still have to find a way to get his hair right... I've tried a bunch of things but I couldn't get a statisfieing result yet =/ EDIT : updated the textures , hair still looks like crap mgiht need to work at the wrinkles aorund his eyes ,he looks too old atm
  12. ofc I coudl do that and I've been messing with sculptris and 3d coat but I actually prefer working poly by poly I'm decent at sculpting with real clay but I never really got into digital sculpting , I did it a few times to add detail (example : )and I've managed to sculpt this bird which should be familiar to you : from a sphere in sculptrisbut besdies that I never really got into sculpting
  13. oh,yes please ! I guess I could use that naw , dotn worry I got it in the end
  14. Starkiller WIP3 (View in 3D) New Update , I think I updated the issues you pointed out @@Corto
  15. what browser do you use ? firefox and chrome are supported IE and Opera are not , no clue about others
  16. having fun with p3d.in , posed Lurtz for the site , waddya think ? http://p3d.in/MPzBQ+spin

    1. minilogoguy18

      minilogoguy18

      Textures don't show, sketchfab is better for showing models.

    2. AshuraDX

      AshuraDX

      they do , they just need a while to load

  17. Allright time to call out for the experts @@Corto @@Psyk0Sith @@minilogoguy18 @@DT85 Starkiller WIP2 (View in 3D)
  18. Starkiller WIP2 (View in 3D) too lazy to reupload the image so here's just the 3d model
  19. havn't worked on him really as I was distracted... *cough - steam summer sale -cough- so many games-cough* but I stumbled across this neat site and thought I'd try it Starkiller WIP1 (View in 3D) *hint* turn on subdivision on the left , the model is quite lowpoly and looks like shit as is , I hope the textures will change that
  20. yep there was , but it was a ported model so I wont spread it here if oyu want it you'll have to find it or hope for shiftee to update his Sith Stalker model
  21. mudbox looked nicer , might get a student liense sometime what I really liked was 3d Coat , it utilises both poly/vertex and voxel based sculpting
  22. did , but it was impossible for me to get used to that layout and I kept fucking my scenes up so I dropped it I've been using sculptris a lot and I mgiht use silo'S sculpting tools even though they're pretty basic
  23. I'm not really sculpting , I'm jsut shifting vertices , edges and sometimes entire faces around to get the facial structure right
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