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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. the decal most likely done by applieing different shaders to each of boba's shoulderpads which can only be done if you're working with 2 sepperate meshes
  2. I guess you could figure that out yourself as it's really not that hard : take your scope layer in photoshop and make sure the parts you want to be transparent are transaprent in the layer then go to filters/xnormal/dilation , a dialogue asking for a radius will open , pick that radius depending on your resolution I wouldn't go over 16 px with a 1024² texture , hit okay or apply and the filter will clone all border pixels of oyur layer 16 times around the visible parts to create a border this is also called "edge padding"
  3. @@Botdra get xnormal's filters for photoshop , the dilation filter does pretty much what you need
  4. good job szico but I noticed soemthing at the first one of oyur new screenshots look at the stairs at the top of the screenshot : the first pair of supportpillars clips through the floor !
  5. to bright now , darken those colors mate
  6. so my part is ifnished I guess
  7. okay now compare your textures with the ref pic : I immediatly noticed that your textures dont match the details really well : a. the line running down the center shouldn't be that "curvy" b. get rid of those rivets , they'ren ot there c. add the yellow lines left&right at his forehead d.his jaw is only partially blueish-purple while the res tis darkgray/black e.make the baseoclor more bluish
  8. well I might have to alter the textures some more , let's see what szico thinks
  9. ATTENTION ! large image ! that's it for the moment the original skybox images are 2k² , in this preview each shot is at 512²
  10. @@Szico VII feel free to hit me on skype , my skype ID is the same as my username here that make sit easier to share wip shots with you as I wont have to upload every single picture
  11. no probs mate atm I just got 1 nebula in there , but I could remove it easily I guess you jsut need a pure space skybox ? incase you want to have some terrain in your skybox pass me your moonground texture
  12. @@Szico VII I'll go ahead and try to make a space skybox for ya I allways wanted to try to render out a skybox in max what resolution do you want to have ? 1k² or 2k² (per image of course)?
  13. hm interesting idea but I doubt that'd work animation wise @@ChalklYne we should try that someday buddy....
  14. the head looks much better already
  15. might icorporate this as some sort of shield , the only thing that's missing to deliver a complete Emperor Doviculus Modelpack : his guitar "Hydra"
  16. @@Teancum I guess you could try to rename the bone via hex-editing maybe it'll do the trick or maybe it'll ruin that model
  17. simple right click , disable the write protection , hit ok and voila you're done
  18. your head is too tall atm , and not wide enough
  19. notice : his hands aren't to small all figners have the same length which is why it looks that way so @@ChalklYne would you finally fix those hands I've told you about them the last time you've spent time on this
  20. of course it didn't if you use the boolean tool you'll have to retopo that area incase you want to get a decent result I'd use a cutter object in max and simply use a cylidne ror something to slcie additional edges in my mesh , then conenct the created vertices to the surroundings and voila you're good to go (that's how I connected doviculus horns to his forehead)
  21. I feel dumb now.....
  22. show me the original and i'll get kyle posed like that in max and render that scene for you
  23. you could have found the Selkath here aswell https://jkhub.org/files/file/703-jkb-selkath/
  24. damn I thought It'd be possible because there's Jedi Random , I tried copieing from that but apearently it doesnt work =/ so I assume that's odne by code aswell ?
  25. Gotte figure out how to randomize an NPC's skin

    1. Show previous comments  3 more
    2. CaptainChar

      CaptainChar

      might need a mini mod to be executed

    3. therfiles

      therfiles

      Well, if you can find the npc's script_targetname, you'd only need to change one script per map. But yeah, a little too much work. Coding is prolly the only way.

    4. KCDodger

      KCDodger

      Must be a way to do it. Coding of course, is the obvious answer but what one exactly, right? Perhaps, since an NPC spawn can be randomized, a bit of that can be spliced into randomizing also, the parts? Just a thought, I could be, and probably am horribly wrong..!

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