Well while sitting here at work I decided that I wanted to go through and look at all the hilts that you had on the site. After getting my jaw off the floor I wanted to say I have the deepest respects for all of you guys. Some of the work I saw was down right inspiring. Now I have to wait till I get home to continue on my own new hilt. I wanted to especially send my props out to Darth and to Keshire. Darth your help with my first saber and the work I have seen up to this point is great. Keshire some of your hilts were totally amazing. Its for that reason I come to my next little blurb.
I could really use some help with texture and skinning. I know the basics as you can see but Darth even said that my skinning and texture skills need some work. I don't think you can really make yourself have artistic talent but with the help of some good adobe plugins maybe I can cheat. The new saber I am working on is based off the battle axe on my clans front page. Take a look www.kodgamers.com.
After looking at it you will see my dilemma. I have spent the last three days creating a eagle section of my model to have its mouth open and facing upwards. However the only way its going to look right is if I have the right texture to go with it. Keshire or Darth I could use your help if you have the time.
I will be on later on if you want to give me some tips on how I can properly texture all of this.
Actually more importantly can one of you guys give me a tip on how to create Blue Crystal? I need it for the hilt. I wanted to do a blue diamond crystal but im not sure about the texture style. Would turning down the opacity on the model do anything to help create a translucent effect?
there is a shader to make items look like glass. most noticably found in darth rose, glass flamberg sword, clouds buster sword, blue royal jedi and i think one or 2 other sabers.. if you really want it to be blue and transparent .. thats the way to go.. but if its really a small area (i couldnt find the picture you were talking about to help you) then you might be just as good making a texture thats blue with some shiny in it.. :)
if you can get the link to your picture i may be able to help you more
what is the shader Darth? I havn't quite gotten to the point where I need it but I am gonna be there this weekend so at that point I could use it. I can email you the photo once I get to that point if you want?
my best reccomendation is do this.. LOL its kinda dirty.. but it works..
the one item you want to make glass.. name the object glass.
now... download one of the sabers i mentioned. extract it.. and you will notice the folder (shaders) rename the nessessary folder.. open up the shader file and direct it to the nessessary directorys..
when your all done.. just zip the shaders folder with the other folders you put in the pk3 :)
ok that brings up a new point. What are the shaders? I have seen them but I don't know how they work. And what are the directories you are talking about. Do I still have to skin the file in gmax? See now arn't you angry that you brought up something new I have never heard of
ok that brings up a new point. What are the shaders? I have seen them but I don't know how they work. And what are the directories you are talking about. Do I still have to skin the file in gmax? See now arn't you angry that you brought up something new I have never heard of
ok.. i think.. the best way i can describe shaders.. ... think SAB file.. for effects.. it tells the rendering engine HOW to render that model.. weather it glows.. shines.. or is transparent.. however.. to do anything else but glass.. i have NO clue LOL i never really made my own... to be honest.. ive just used keshires glass shader to hell (hangs his head in shame)
as for skinning.. yup.. still gotta skin it.. the glass shader will take the piece thats glass and just make it shiny and semi see through.. so you want to make kinda a dark blue with a little light blue swirl to get the effect of a blue gem
q3ace has documentation that goes over all the shader commands. As well as I believe JKA uses a few new enviromental commands that shaderEd has documentated.