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Posts posted by Psyk0Sith
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That thing is gonna blow the poly budget quite fast.
General Howard and Smoo like this -
I know you're trying to stick with the design, but you should adapt some of the shapes for tastier baking. Example: the 3 inset bevels at the nozzle, bring that shit inwards even more, anything near 90 degrees is no bueno! Same deal with the brown part of the stock, even the trigger looks flat in sideview (because it is...and shouldn't) The ammo clip also has 90 degree angles that need some 45 degrees lovin'.
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Just an FYI - I've implemented Ghoul2 viewmodels so when you're done, send it over to me for rigging.
Regarding Kyle. Do you think for now you could just make high quality viewmodel arms, all the way up to the shoulder? Any neutral pose you choose will do as we're not using the player model GLA for viewmodels.
I'll see what i can do, what's the target budget for mesh and textures?
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Biped rig is fine - the bones can be re-targeted inside of UE4. Do you have a link to the model?
Well i can't find the rigged scene file i used for rendering purposes, so it's not rigged and there's no download link.
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I rigged it to a max biped but if there's something easier for UE then i might be able to redo it, if i have time.
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I like what you have done so far even if not PBR. There was a Movie Battles 3 project planned for UE3 that could have benefited from this workflow. I still have the Boba Fett model i made for them, maybe he could find a home in one of your maps XD.
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Or you could learn how to do it yourself.
Bek likes this -
It would be fun to make but pointless for JA, they'd loose their essence by being turned into human proportioned versions.
Lancelot, JAWSFreelao and KyleKatarn1995 like this -
WTF IS GOING ON THERE O_____O
The usual JA modding?
Langerd likes this -
+ Day Of The Tentacle & Full Throttle.
Teancum likes this -
I thought you were the man for the job? I'm already way behind on Gorc and Pic but i'll see what i can do. I don't think i can pull off a Jason Court face without any sort of useful references tho.
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In max just use outline on the back faces of the shape to get a larger bevel, the depth of the shape doesn't matter as long as you can see the edges from the front like so:
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Nice, if possible you should add beveling to that big Y shape, 90 degree angles = no good!.
DT. likes this -
E:/base/models/weapons2/saber_box/box.MD3:
Frames: 1
Tags: 0
Meshes: 1
Mesh< Box01 >: 12 Triangles, 8 Vertexes ( +16 verts for SmoothGroups, +0 verts for UV map )
Geometry Total: 12 Triangles, 24 Vertexes
It only exported the selected object as expected.
Archangel35757 likes this -
@@AshuraDX If i can't finish, i will send them. So which maps will be supported? Albedo, Metalness, Roughness, Normal + ?
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I would need to rework the whole thing in quixel since the original textures weren't supposed to be PBR (i guess i will have to redo at some point anyway)
minilogoguy18 and Archangel35757 like this -
Sure, with the proper credits of course.
Langerd likes this -
I always leave animation unchecked for characters and leave time frame 0-100. Frame 0 is what's needed. For vehicles it's different when animatons are present of course, simple flying ships don't require animation from what i remember.
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Love how he doesn't say who the artists are. All someone gets as a reply about my Luke is "JKA mod".
No fair, he did it all by himself! see his detailed response:
Thanks. I worked on thisYou can tell its his high quality work by the karate chop hands / bear claws, looks like someone doesn't like rigging fingers!
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Mind taking a look at this.GLM test?:
https://jkhub.org/topic/5120-feature-opengl-2-renderer/page-16?do=findComment&comment=129065
needs shader added tho.
SomaZ and Archangel35757 like this -
Hm, good point. I'll export to MD3 as it's easier to export and load in-game. They both display normal maps the same.
I thought .glm was the reason why we needed xnormal in the first place, to see if dotXSI>glm yields good results. We want to know if carcass could do the job currently without any modifications.
Archangel35757 likes this -
It was ok for the purposes but would've taken additional work.
@minilogoguy18 You can get the boxes here if that's what you want to use.
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No vertex color has nothing to do with normal maps. It's used for baking colors from polypainting.Irrelevant!
DT. likes this -
@@Psyk0Sith - good job. Ok... so those dotXSI 3.0 files were produced with the v1.9 exporter, correct? What export vertex normals option did you use? What were your xNormal settings?
-XSI exporter 1.9
-Normals set to smoothing groups
-Xnormal baked with a cage and checked the binormals box in the mikkt plugin. Swizzle was set to -Y just because its standard for max shader, don't know what rend2 uses.
Type npc spawn xnbox to load.
Shader will need to be
writtenadded for normals and AO and swizzle changed if needed.models/players/XNbox/diffuse
{
{
map models/players/XNbox/diffuse
rgbGen lightingdiffuse
}
{
stage normalmap
map models/players/XNbox/normals
normalScale 1 1
}
}
BLASTER: Bryar Blaster Pistol
in DF2 Mod Development
Posted
Is it alright to have the arms (sleeve folds) symmetrical? What about texture res? 1024 for symmetrical and 2048 for non symmetrical?