Inyri Posted July 22, 2006 Share Posted July 22, 2006 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. Been a while since I modeled anything, so I'm open to suggestions! Link to comment Share on other sites More sharing options...
Mav Posted July 22, 2006 Share Posted July 22, 2006 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 Link to comment Share on other sites More sharing options...
Inyri Posted July 22, 2006 Author Share Posted July 22, 2006 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 . Link to comment Share on other sites More sharing options...
Mav Posted July 22, 2006 Share Posted July 22, 2006 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 Link to comment Share on other sites More sharing options...
Jackel Posted July 22, 2006 Share Posted July 22, 2006 Nice looking blade so far. As Mav said cant wait to see it skinned. Small suggestions: (Hey you asked for them ) Slightly longer blade. Double blade version of it for use as a two handed weapon. Link to comment Share on other sites More sharing options...
Inyri Posted July 22, 2006 Author Share Posted July 22, 2006 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). Link to comment Share on other sites More sharing options...
Arátoeldar Posted July 22, 2006 Share Posted July 22, 2006 Looks good InyriForge. I wish I had the patience to learn how to textures. Link to comment Share on other sites More sharing options...
Pavlos Posted July 22, 2006 Share Posted July 22, 2006 Wow! Inyri, that looks great. I can't wait to get my hands on this. Link to comment Share on other sites More sharing options...
T7nowhere Posted July 22, 2006 Share Posted July 22, 2006 It looks good and anything under 1000 polys is cool. The one I made to replace Bacca's blade is 603 tri's, but the hilt on mine is a Terentatek claw so I saved some polys there with a simpler shape. Link to comment Share on other sites More sharing options...
Inyri Posted July 22, 2006 Author Share Posted July 22, 2006 I wish I had the patience to learn how to textures.Me too! Just kidding. I've actually gotten.... decent with blades and such. Link to comment Share on other sites More sharing options...
woogiee Posted July 23, 2006 Share Posted July 23, 2006 Looks great so far Inyri, as do all of your models . About the double bladed one, what about putting it on a pole? Something like this Link to comment Share on other sites More sharing options...
Inyri Posted July 23, 2006 Author Share Posted July 23, 2006 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: Something about the texture is bugging me, so I'm going to keep working on it. Link to comment Share on other sites More sharing options...
Mav Posted July 23, 2006 Share Posted July 23, 2006 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. Link to comment Share on other sites More sharing options...
Achilles Posted July 23, 2006 Share Posted July 23, 2006 That looks great! The ryyk I made was my very first model. I'm glad to see that someone decided to make another that includes all the detail that I missed. Well done, Ms. Forge! Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 24, 2006 Share Posted July 24, 2006 Nice. Looks great skinned, though I agree with Mav, something about that stripe seems.... off. Great job all the same. Link to comment Share on other sites More sharing options...
Dirtnose Posted July 24, 2006 Share Posted July 24, 2006 Looks Amazing Cant Wait for it Link to comment Share on other sites More sharing options...
oldflash Posted July 24, 2006 Share Posted July 24, 2006 Looks great Link to comment Share on other sites More sharing options...
Inyri Posted July 24, 2006 Author Share Posted July 24, 2006 As soon as I get enough patience to work on the mangled UVs I was given after compile I'll work on it some more. Unless some of the seasoned modellers can enlighten me on why that happens . Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 24, 2006 Share Posted July 24, 2006 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. 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. Link to comment Share on other sites More sharing options...
Inyri Posted July 24, 2006 Author Share Posted July 24, 2006 I had a feeling I'd need to unweld things. Meh, this is going to be much higher poly than I'd intended . And I'll have to wait until I "feel" like going back and massacreing the model . Thanks Mono. Link to comment Share on other sites More sharing options...
Darth333 Posted July 24, 2006 Share Posted July 24, 2006 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! Link to comment Share on other sites More sharing options...
Inyri Posted July 24, 2006 Author Share Posted July 24, 2006 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. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 24, 2006 Share Posted July 24, 2006 I had a feeling I'd need to unweld things. Meh, this is going to be much higher poly than I'd intended . And I'll have to wait until I "feel" like going back and massacreing the model . Thanks Mono. No problem, I know how it feels. Link to comment Share on other sites More sharing options...
T7nowhere Posted July 24, 2006 Share Posted July 24, 2006 I had a feeling I'd need to unweld things. Meh, this is going to be much higher poly than I'd intended . And I'll have to wait until I "feel" like going back and massacreing the model . 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. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 24, 2006 Share Posted July 24, 2006 I knew I forgot to mention something, thanks for the backup, T7. Link to comment Share on other sites More sharing options...
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