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Inyri's WIP's


Inyri

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I'm tired of having a dozen or more threads going. Might as well stick to one, and perhaps if I have one I'll model more, hmm? :)

 

Here's my most recent model. Started on it about two hours ago (although I've been playing with my cat for at least a half hour :)):

 

emerald.jpg

 

Will finish it up (uv & texture) some time soon. Original reference can be found here.

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Inyri, you keep reminding me that I have yet to do a lot in GW, and that the game has some awesome swords i have never encountered. The concept art is beautiful, will be a difficult one to model and texture, but you can do it. And it already looks so good. Keep it up!

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It will be slightly metallic. I based this model off of the concept drawing (which, unfortunately, is not what the game based their weapon off of when it came to texturing) so I will interpret it as I think it should have been interpreted.

 

Naturally I've taken some liberties and have strayed from the reference slightly in a few areas, but I do like to do little things to make a model more 'my own' if you know what I mean. :)

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Much as I would like to say that I think it looks bad, it actually looks close to the reference pic. (Give or take the shading/shadow on the right-hand side of the reference.)

 

If you look at the in-game pics the shading isn't there.

 

As much as it pains me to say it Inyri..

 

This is AWESOME. :)

 

Not sure why you have to take a shot at her before you compliment her, but whatever.

 

 

 

Nice job, Inyri. The only thing that I see is that at the point where the inset section ends on the blade, the in-game and ref pics look like that line is raised more than what you have.

 

Did that make sense? It was hard to explain :(

 

_EW_

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Thats a very nice sword model you made there :) great texture too, highly detailed. Stay away from mdlops 0.5 if it's going in to k1 use 0.6 instead. For TSL 0.5 should be fine, but I learned the hard way just yesterday that 0.5 hates k1

 

btw what's the count on this ? it looks pretty high.

 

svösh

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0.5 hates K1 in what way? And yes, the poly count is fairly high. I went with detail over optimization (as I've been wont to do lately, as it makes me feel better about my models and I do make them almost more for the personal artistic value and less for the game itself).

 

Is it possible that you'll be able to add that minimalistic "wire-wrapping" that's shown on the cross-guard?
Possible yes, although I don't think I'm going to. I'm not satisfied with simply texturing it on, and to model it on would add many more polies to an already poly-heavy model.

 

I would like to see an in-game shot of it, though. It tends to look different there.
Yes, it does look different. Not quite as shiny, but I really hate KotOR's shader system. That was the one thing about Jedi Academy's modding that I really liked.

 

Nice job, Inyri. The only thing that I see is that at the point where the inset section ends on the blade, the in-game and ref pics look like that line is raised more than what you have.
Yes that makes sense. I made it the way I made it, though. :p
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Inyri, nice work on the heads, question though, are they completely built from scratch or are they edited versions from heads existing in the game.. I'm just curious as to if I missed something, because I remember we used to only be able to move vertices on head models, I'm just wondering if that has changed.

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