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WIP Ryyk Blade


Inyri

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Before anyone mentions it, yes, I noticed one was already made ;). That's never been something to stop me from making something of my own, though.

 

Anyway, I'm really planning on making this for K1 (though I may rig it for both, depending on whether I ever feel like playing K2 again). Right now I've just got the model "done" (minus extra detail). I've only been working on it for about a half hour so there's room for improvement.

 

ryykmodeloe4.jpg

 

Been a while since I modeled anything, so I'm open to suggestions!

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nice, I especially like the detail around the hilt, handguard and the lower part of the blade, can't wait to see a skin, and me being the nosy guy I am is just wondering about the poly count, lol

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Polycount is 915 right now. I used more detail than I normally would have on the hilt portion, but I'm so used to modelling for Jedi Academy that I like to use an inordinant amount of polies when I'm modelling for KotOR ;).

 

The droid tri-fighter in my avatar is the highest poly model I've ever made, though. Waaay more detail than I should've put into it :p.

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well it looks great and to be honest, I'm not saying, "bah, so many polys!!" I'm just curious :) besides in TSL I've equiped all 3 party members with 2, 2000+ poly saber models each, and the game didn't really didn't take a hit, so nothing to worry about there. Also, that droid tri-fighter in your avatar looks sweet :)

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Small suggestions: (Hey you asked for them ;) )

 

Slightly longer blade.

 

Double blade version of it for use as a two handed weapon.

Double-bladed version, maybe. As for lengthening the blade, while I'm planning on taking certain design liberties with the extra detail, that's how long ryyk blades are (according to my references).
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I've been thinking about the most efficient way to make it dual-bladed. A swallow-like approach will probably be what I settle on. Anyway, early textures:

 

ryyktexturezr1.jpg

 

Something about the texture is bugging me, so I'm going to keep working on it.

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if you're looking for some opinions, I would say that I like the texturing of the hilt, but I'm not so big on the gold strip running down the middle of the blade, I'm not sure if the gold strip is on a ridge thats modeled in, but it doesn't seem fitting to me. I dunno just my opinion, looking good though.

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Heh... That's because you're separating faces in the UV that are welded together on the mesh. When the model is compiled, it basically stitches each objects' UV back together, causing some bad warping. I've had the issue quite often. The solution is to find where you separated faces on the UV, and separate those faces on the mesh. It can ruin some good smoothing groups, but there's not much else to do. :( That's why it takes me an entire day to map and texture one of my guns. :p

 

By the way, I'm pretty sure you can just detach-to-object the parts that are separate on the UV map, but I typically just detach them as separate objects to be safe. :)

 

Unless, of course, your problem is something different entirely... In which case, I misunderstood your problem. If that's the case, I apologize.

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Nice work Inyri!

 

About the stripe others mentioned, I can't say it really bothers me. Maybe if it would be a bit thinner but it's really no big deal (and who am I to comment on this? My modeliing skills are terrible) . It looks pretty good as it is! :thumbsup:

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The stripe was something I was experimenting with, because the blade looked a little boring and my pixel art is somewhat... lacking, most of the time. I might have to work with it a little, just as soon as I fix it.

 

I was planning on having a couple of versions, namely one for Zaalbar and one for Chuundar, since they are traditional Wookiee weapons. However since they're custom made they'll at least need to vary skin-wise, if not somewhere in the model. I'll have to think on it s'more.

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I had a feeling I'd need to unweld things. Meh, this is going to be much higher poly than I'd intended :p. And I'll have to wait until I "feel" like going back and massacreing the model :p.

 

Thanks Mono. :)

 

The poly count shouldn't increase but the vert count will, As Mono said all you need to do is detach to object the same poly groups that you have laid out in the UVmap.

 

To add to what Mono said, the smooth groups that you can specify in gmax/3dsmax do not translate over when you export and compile the model. The game will smooth all polys that are attached to one another. So if you want a sharp edge on the blade you will want to detach one side from the other.

 

It is a pain in the butt and often you will feel like your butchering your model, but it's a necessary step for KotOR modeling.

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