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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. and I answered : as I ocudlnt get the modtool to work for me I stopped worknig at this until Archangel finished his max 2010 plugin
  2. yep nope , used the enw exporter instead
  3. yep you cant pass skeletal information via .obj
  4. Well which version of 3ds max are you using ? incase you got skype hit me there : ashuradx
  5. check the .skin file and look under surfaces in modview
  6. I havnt done much , been pretty unmotivated to weight models in the last week , sry
  7. 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
  8. 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"
  9. @@Botdra get xnormal's filters for photoshop , the dilation filter does pretty much what you need
  10. 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 !
  11. to bright now , darken those colors mate
  12. 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
  13. well I might have to alter the textures some more , let's see what szico thinks
  14. ATTENTION ! large image ! that's it for the moment the original skybox images are 2k² , in this preview each shot is at 512²
  15. @@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
  16. 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
  17. @@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)?
  18. hm interesting idea but I doubt that'd work animation wise @@ChalklYne we should try that someday buddy....
  19. the head looks much better already
  20. might icorporate this as some sort of shield , the only thing that's missing to deliver a complete Emperor Doviculus Modelpack : his guitar "Hydra"
  21. @@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
  22. simple right click , disable the write protection , hit ok and voila you're done
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