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Scerendo

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Everything posted by Scerendo

  1. Version 2.3

    14,263 downloads

    Character model of Rey from the Force Awakens and the Last Jedi. Modelled in 3ds Max, Topogun and zbrush. Maps Baked in xNormal and textured with Quixel Suite and AshuraDX's Substance shader. Singleplayer Support. Team Skins. Npc Support. Bot Support. New sounds. Npc Spawn List: st_rey st_rey_scavenger st_rey_jedi st_rey_resistance Known Bugs: Minor clipping Comments: Let me know if there are any issues.
  2. Thanks for the comments and feedback so far guys, much appreciated. Tbh I don't think its anything to do with your smart material, I baked some additional AO from her normal maps, to capture some finer details - but obviously its darkened some of the current shadows further. So I can just tweak and lower the values on that. Thanks for pointing it out though For the cloth on the arms, I used the slice curve brush in Zbrush to separate out where I wanted the different 'layers' of the wraps to be. Then I used the Loop panels tool, to separate and sort of crease them from each other. I followed this tutorial pretty much, as I too struggled with figuring out how to get a good result: http://www.zbrushcentral.com/attachment.php?attachmentid=360410 That's the next thing on my list after Rey, I'm actually redoing Quinlan's model entirely - as unfortunately I lost all the original sculpts and source files for him and I feel like I could redo the model quicker than I could trying to optimize him.And Aayla will most likely be getting a new head mesh, to be closer to Amy Allen, along with some optimizations to her mesh.
  3. Mainly making this model for Movie Battles, but I will of course be releasing a version for Singleplayer and Vanilla JKA. WIP Sculpts: WIP JKA Model: Used AshuraDX's substance plugin plus some baked lighting to help make the JKA textures, Still WIP obviously.
  4. I prefer metallic personally, but I use quixel and substance so it doesn't make too much of a difference.
  5. I think you need the l_hand and r_hand mesh for a light saber to work properly in single player. I'm not 100% certain though.
  6. The way I fixed it on Poe, was having to set 'l_hand,*off' and 'r_hand,*off' to 'l_hand,off' and 'r_hand,off', in the skin file. Basically remove the * before 'off' for those two meshes.
  7. Version 2.1

    6,256 downloads

    Character models of Finn and the pilot Poe Dameron from the Force Awakens and the Last Jedi. Modelled in 3ds Max, Topogun and zbrush. Maps Baked in xNormal and textured with Quixel Suite. Singleplayer Support. Team Skins. Npc Support. Bot Support. New sounds. Npc Spawn List: st_poe st_poe_resistance st_poe_officer st_finn st_finn_saber st_finn_resistance Known Bugs: Minor clipping on the jacket/clip thing. Comments: Let me know if there are any issues.
  8. Thanks for the help guys, managed to fix it, wasn't a typo exactly. I removed the * on "l_hand,*off" and "r_hand,*off" in the "torso_a1.skin" file (which is the pilot outfit). So it ended up just being "l_hand,off" and "r_hand,off" I think in singleplayer the game for some reason needs the l_hand and r_hand meshes to be "on", even if they aren't being used.
  9. I'm pretty much done with Poe, only thing left to fix is that invisible saber blade bug in singleplayer. And Finn just needs lods. I've checked my hierarchy about a million times, and I have all initial 9 model parts (head, l_arm, torso etc) and with all the bolts linked correctly as far as i can tell, however the saber blade is still invisible when I'm using the pilot outfit - but it works perfectly fine with the resistance outfit. Everything is named correctly I believe, but I've linked my hierarchy below incase I've missed anything. So I'm a little stumped when it comes to that.
  10. Looks good thus far, very clean. You doing everything in 3ds Max? Out of curiosity does JKA have a resolution limit for textures? I've always thought 1024* was the max?
  11. I did some light baking to try and make some more of the details pop:
  12. Went back and added the blue channel, I also got rid of the shadows clamp I was using. Since I normally work with PBR workflows, my sensibilities keep telling me to avoid lighting information lol, but doing what you said has made it a bit nicer, though I'm wondering if it might a be a bit too dark at the back.
  13. I know which one you mean, but I could of sworn @@lervish was working on a model, will double check though. Update 13/03/2016: Just a screenshot of Finn in modview:
  14. That looks excellent man, definitely spot on. Just need some praise the sun animations for jka and you're all set.
  15. Sorry for being out the loop a bit guys, been stupidly busy last couple of weeks. I used this tutorial recently (it is for substance painter though, but you could maybe carry the painting techniques across in photoshop:) https://www.youtube.com/watch?v=jaifGzi-BZs I also cheat a little bit, and for things like the eyebrows and lips, I might actually use a projection tool to paint them in from a reference photo of the celebrity. Although on the offchance you have a digital tutors or a plural account, they have a very good tutorial on texturing characters. Should be called 'Realistic Game Character Texturing in Substance Painter' by Joshua Kinney. If you have a look for that name you might be able to find the video elsewhere. Pretty much. I basically had a basemesh I used for character sculpting and I just did a quick rig on it in Maya to get it to match the DaVinci Pose of the JKA model (I could upload it, if people wanted to use it). From there, I do the rest of the modelling/sculpting in zbrush itself. Once that is done and I'm happy with it/spent too much time on it, I'll export the high poly and use Topogun 2 to do my re topology of the model, then make final changes to the mesh in Max. Hey, I believe I saw somewhere someone was already making one (both masked and unmasked), and it was already looking fairly decent - so for that reason, I don't think I will be.
  16. One of the few things I like about Battlefront 2015 is how good Sidious (heroes in general) looks and animates in it. That being said I think you could be able to get away with something convincing, If the cloth doesn't look too flat and stiff in places., if I recall in Telltales Game of Thrones game, they didn't have any cloth physics on dresses and robes (they did on the cloaks though), but they managed to pull it off. If the robe hanging fairly close to the body, like it is in that first image, you might be alright. Worth a think though!
  17. Update 02/03/2016: Work in progress on the textures for the Resistance outfit:
  18. Update 26/02/2016: Some WIP sculpts on Poe's Resistance Outift: And Finn:
  19. Wow that was it. Didn't even notice that. This is why I never will be a programmer! Cheers pal, and thanks everyone for the suggestions.
  20. I increased the AO and saturation a tad. At the moment I'm a bit stuck. My shaders are not working at all on the model, and I am not sure why. Also the lightsaber blade is missing in singleplayer. There's no error message, in the console. The mesh itself is 5.9k triangles which is below that of Aayla and Quinlan, which I did not have any issues with - so I do not think its anything to do with the model's density. For example a simple shader for the alpha that I have here: Does not even work. I've tried multiple different shaders and still nothing. I'm using a 32bit .tga texture with an alpha. The alpha works fine in modview and other programs, so I'm not sure whats going on. Anyone have any idea on what could be causing these issues?
  21. Update 21/02/2016: Here's some modview screenshots with the baked diffuse texture for JKA (note the hair and helmet visor have alphas, just obviously can't display them properly in modview): The way I'm going about this is, there will be a lower poly model for vanilla JKA, to avoid any ghoul2 errors, but I will also include a separate pk3 with a higher poly model as a replacement for people who wish to use it in OpenJK/JKA enhanced or whenever rend2 kicks off.
  22. Small update 14/02/2016: Just made small small adjustments to the helmet and face, and I darkened the material on the straps a bit: Hey thanks for relinking that. I did lower the AO a bit, however some of the shadows are coming from marmoset's sky light and won't actually be present in the textures/Jedi academy. I'll be rigging the pilot outfit shortly to see how it looks in game, so I'll be doing the baking for jedi academy's textures after that. Edit: Just followed the tutorail to make the pilots torso diffuse for Jedi academy - its a really awesome workflow, really captured the details of the cloth, without blowing it out. Makes me want to go back and redo Aayla and Quinlans textures.
  23. Update 12/01/2016: Taken a break from his head to texture his pilot body: Would you guys be interested in me doing a weapon model for his pistol as well? Considering I've made a version of it for his holster.
  24. Update 06/02/2015: Still working on the head, made some minor adjustments to the face:
  25. Update 04/02/2016: W.I.P on the head at the moment, messing with the alphas on the hair: Was pretty challenging sculpting his face, (faces linkness in general) I'm still tweaking the actual mesh proportions to get it closer to the reference.
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