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Doom Dealer's W.I.P


Doom_Dealer

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Well, other people have one, so I thought id join in the fun

 

 

Anyway, ive been playing with models for the last month, just for abit of fun and i wanted to show of my work. I'll also try and post any news of future mods in here first, i dont post on Holowan much anymore, but if i do it'll probably be to do with something im modding etc. hence the thread.

 

Anway, first order of business:

Models

ok., a few things first. There nowhere near the standard of svoshs as ive only been playing around for a month when i have abit of time to, they might not be released for a while because kotor stopped working and im saving for my ipodmini before a replacement copy, but fingers crossed ill get em i game. There not skinned etc. yet and as said i havnt had a chance to test em in game, so there all shots from 3ds max but i just wanted to see what you thought.

 

Ive put them in order of when i did them, i.e. my earliest attempts up to my latest 'double pistol':

 

1.

Potato Masher (german grenade in WW2)

ok, i started simple, and was bored so i came up with this:

http://img.photobucket.com/albums/v158/DoomDealer/potmash.jpg

 

2.

Pistol Thing

Name sums it up really, just something i came up with while playing around.

http://img.photobucket.com/albums/v158/DoomDealer/pist1.jpg

 

3.

Staff

Its high poly atm, if i can find a way to reduce that i will, but i cant seem to after i make it an editable mesh etc. (help here Svosh???) but anyway, ye:

http://img.photobucket.com/albums/v158/DoomDealer/staff.jpg

 

4.

Double Pistol

Last but not least, one of my best models, although not the hardest to make really, the handle needs work as i ahvnt really given it much effort but apart from that i quite like that. I know that 2 bullet hooks doesnt seem to work but we'll see what happens with it:

http://img.photobucket.com/albums/v158/DoomDealer/twinpistol.jpg

 

 

Anyway, thats models out of the way, feedback/suggestions/constructive criticism is very welcome

 

so what you think of those, good/bad for a begginer, any suggestions for names???

 

 

NExt up HolowanSpire3

This is something i really wanted to get done for kotor1 but due to the game dieing on my computer and other commitments i havnt really had the time, therefore ill save the project for kotor2:TSL. Sorry for those who were looking forward to it, but ill try and make on my list of things to do when sith lords comes out.

 

 

Anyway, thats done for now!!!

 

sorry to keep you long, lol:p

 

Doom Dealer, out!:D

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Looks like a very good start :) My favorite is no. 2. (I am not sure about the "potato masher" thing however - I do't remember since it's been a very long time since I played the game but can we see the grenades in the game when they are thrown?)

 

Hope we will see your models in the game one day :)

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Great start, I hope you get some in-game ;) even if you can't use them.

 

When you say the Staff is high poly What kind of count are week Talking. To reduce poly count you can first make sure that you don't have any polys inside the model that will never be seen. you can check this buy seleting faces on your model and checking "show normals" all the lines should be faceing outward, If some are pointing inward then you can delete those polys on the inside of the model.

 

Another Thing I have used to reduce poly count is to apply the the optimze modifier in the the Mesh editing in the modifier list. with this one you can select certain parts of the model that do not require high detail and reduce the poly count there.

 

Well thats what my noob modeling skills have to offer :) Good luck with your modeling endeavors.we need as many modelers as we can get ;)

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I loved the nazy like grenade:cool: . Its perfect for Sith soldiers. I never really played around with grenade models, so, how do you think they trajectory look like? Will they spin while fying to its target? If not they'll look a bit odd. Could you test it and tell us? :)

 

Xavier2

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UNfortunatly, from looking at grenades before i think they just kinda stay still in flight, which is fine for say a pineaplle grenade, but for that one might look odd, but postioning at an angle might hopefully make it look less odd, either way it'll probably look abit odd, having sith throwing WW2 bombs at you.

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Doom man I like them they look great, :) I think rotating the potato masher around 30 deg. in the front / back view port will make it look ok when thrown, and don’t put down your work these are great innovative models. :D

 

For # 3 As T7 stated select portions of your mesh that don’t have to be detailed can and should be optimized. Click the modifier dropdown press O on your keyboard to find optimize modifier faster ;) click it to activate it before doing any editing of the model right click the name of the select view port and turn on edged faces so you can see all your polys or faces then you can adjust the 5 setting to adjust it to an acceptable level, meaning your model is not ugly but it has knocked off a good amount of polys so the engine doesn’t chug along either. Some times I do this over and over [optimize> collapse to editable mesh select specific polys ; optimize> collapse ect...] but I save before applying this so if my final low poly model is both low and ugly I can try different ways of modeling it or go a bit lighter in the optimizing ;) .Watch it while optimizing to see the polys change in your view ports and then you must collapse the stack down to editable mesh to continue further editing.

 

The best advise I can give you start low and subdivide polys [ select specific polys and slice on select axis by using the rotate tool to get the right axis to slice on. Hit slice and it will ad more new edges , and verts, but only on the selected polys or faces very handy ] as you go along to adding detail in only the places you need it, this will keep your poly count low. And so low in fact when you weld up the model you can get a cleaner model by manually collapsing redundant vert’s. With out compromising the model too much, the only thing to be weary of when doing this is if it on one side only. ex: left or right view port of a sword or blaster ; make sure you check on ignore back facing or you will weld vert on both sides of the model some times this will kill your once beautiful model. However undo can help you if that happens, and it happens to all of us every now and then.

 

Keep it up man

 

svösh

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ok quick update

 

Just something i just did while i was playing, the handle needs alot of work but i only did it in about half an hour, anyway, those of you who have played SWG will know this and some of u film nuts my recognize it from somewhere in EP1.

 

Republic Blaster

Model: http://img.photobucket.com/albums/v158/DoomDealer/repblast.jpg

Reference: http://img.photobucket.com/albums/v158/DoomDealer/untitled.bmp

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Originally posted by Doom_Dealer

ok quick update

 

Just something i just did while i was playing, the handle needs alot of work but i only did it in about half an hour, anyway, those of you who have played SWG will know this and some of u film nuts my recognize it from somewhere in EP1.

 

Republic Blaster

Model: http://img.photobucket.com/albums/v158/DoomDealer/repblast.jpg

Reference: http://img.photobucket.com/albums/v158/DoomDealer/untitled.bmp

I love movies stuff. Good job!!!

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