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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. ah allright , guess I could do that for ya but i'll have to refresh my knowdledge about making shaders for maps
  2. 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
  3. 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)
  4. Version 1.0

    534 downloads

    the Wampa model from the game with the humanoid skeleton no teamskins or NPC/bot support BUGS : a sh*tload of clipping issues because I got lazy with weighting , might improove that in a possible V2
  5. that'd actually be quite an interesting experiment....
  6. far form done , started worknig on this as I needed a break from the body textures and hadn't done shit for days
  7. 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
  8. that's looknig pretty nice so far , I guess this was subdivided for a more beatiful render ?
  9. 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
  10. 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
  11. didn't But it was 2 am allready so I thought I should quit before I get completely carried away AGAIN
  12. 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
  13. 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
  14. 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
  15. 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 ?
  16. 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 !
  17. 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
  18. 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
  19. oh,yes please ! I guess I could use that naw , dotn worry I got it in the end
  20. Starkiller WIP3 (View in 3D) New Update , I think I updated the issues you pointed out @@Corto
  21. what browser do you use ? firefox and chrome are supported IE and Opera are not , no clue about others
  22. 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

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