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Everything posted by ChalklYne
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Lmfao
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No, I saw it directly. With my face. I just thought it didnt matter if HSLS was more advanced, as long as we could get it to somehow emulate the OpenGL shaders we need. We could compile things like -The GoZ plugin for Softimage>Zbrush -The Roadkill plugin and python scripts needed for it to function -Mini's biped rig -Emulated JKA shader All into one nice Softimage JKA pack
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I got everything except that environment map looking decently accurate with the ultimap preview which is in HLSL What bothered me was seeing the blend_func and stuff to set gl_zero, i saw those options in the GLSL shader I got a really good environment map working by playing with reflection map... but I just couldnt figure out the shader code enough to copy and paste all I needed into a full shader. Jesus I hope that made sense
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Yeah, plus it would really help to have the different alpha and blend functions and stuff... Crap.
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So I got most of it working in Softimage. I used a Realtime HLSL shader setup... namely the ultimap preview. I got the specular, normal, and diffuse to load up and look pretty close to what I see in JKA. I cant figure out how to add the env part of it though. The ultimap preview doesnt have an input for it. Nonetheless, if we can get this figured out, upload the shader so anyone with Softimage can check out thier texture maps in action (or maybe any 3d modeling program could use the custom hlsl shader Ok... so now that I understand my question lol... can someone please write a HLSL shader with Environment, Specular, Diffuse, Normal, and Displacement inputs?
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Mac only huh? It really doesnt seem like something too difficult for Softimage's Material Editor... I just dont get the same spec and env functions that you see ingame and would like to get a basic mayerial uploaded here that mimics jka It doesnt even have to be an "editor", just any way to preview the shader youve written without loading up jka or fumbling with q3ase @@minilogoguy18 any input on the Softimage end of it?
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Im sure we have talked about this 100 times, but I guess I still need clarification. What do we need to do to achieve a realtime shader preview editor like Marmoset Toolbag or something dedicated to JKA? Isnt there a certain way we can set up materials in Softimage to preview them just like how JKA shows them? Seems like something that should be incorporated in a new modview or something
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I need a few people to start getting all of this pieced together. Someone fluent in GTK Radiant. Area portals, waypoints, etc. Someone familiar with texturing. Organics, metals, junk, anything. Menu editor An animator. Just PM if interested
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Fixed my Zbrush-Softimage problem. So Ill be sculpting off and on in between models. Im also making a bunch of terrains just practicing to be exported as ASE models for Felucia and Raxus
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On to the Militia Elite I guess (trying to finish the models by order of appearance kinda) this one has a few extra items for variations so he looks cluttered a bit... but its all rearrangeable in the .skin
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But literally... the spot behind the "ear" looks too wide. 0_0 I like to be over critical about all of the community's projects then rush through mine like a toddler.
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Might rig him for kicks on down time, but Im moving on now. By moving on, I mean I'm going to do this same thing to the next character, and if anyone chooses to help with rigging or texturing or shaders or whatever this ones ready to go. Id rather just crank out allthe models first then have a massive rig-a-thon in case I get any snags and stuff that might hold me up right now.
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So Ill leave his textures like this and hope a few people want to help church it all up before release. I struggle with texturing and want to keep the momentum right now. Going to fine tune some stuff then dropbox his textures and an .obj. Once I gett he heirarchy all set up and caps and tags and what not ill upload the xsi file and call him "done". Hoping to get some help rigging/texturing at the end of it all once the material is all out. ID like to sculpt them but Zbrush R4 has a problem exporting UV coordinates so Ill just come back to that or work around it after all characters are modeled.
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Ill unwrap his backpack tomorrow
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Almost done unwrapping...wont be texturing too much right now... Going to set up heirarchy and caps and get him positioned correctly next.
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You click that little box at the bottom and set wireframe to black or whatever instead of opaque. Yeah I was sitting at McDonalds this morning checking it out and felt the ankles needed work as well. This little box
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Feeling ready to unwrap.
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I just got back and just had some suggestions, theres always the possibility that I have no idea what Im even talking about, so take that into consideration as well. I can totally relate to the frustration though, Ive unwrapped SK alone maybe 100 times lol I know how much of a perfectionist you are, and youd be much more frustrated if you noticed the adjustments needed yourself after releasing it because no one would say anything prior. Also, look into the angle of the semisphere on top of his head in yours and the ref pic. It almost looks as if the ref pics semisphere is tilted back to maybe a 5° angle where yours is perfectly horizontal. I couldve been wrong about the height of the helmet as well, it looks ok at a second glance. Just things to keep an eye on, I trust your judgement on these things more than my own lol
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my 2 cents... Id shorten the length of his eyes a bit... then take a bit out of the middle there making him a bit shorter, then look into his profile a bit... i tried a quick example and included refs backing it. very awesome man. heres yours heres a ref pic and a very quick paint over showing some of the corrections crudely
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Will do thank you
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So Ill leave this here for a few hours... if theres no further objections Ill unwrap him.
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Reworked his face and a few more small things then Ill unwrap, (i.e. the neck, the back faces of the shoulder straps, etc)