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Trigger's WIPs


TriggerGod

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Well, I'm getting more confident in my modeling skills, so, I think I should make a WIP topic with all the sabers I plan on making (for release, and for any other mods, like Mustafar ;))

 

Anyways, I get some inspiration from going on Google and searching for lightsaber hilts. I found the glory that is Randomsabers, and I picked out a few sabers that I feel I can model. (and map)

 

Anyways, if you've seen my album's newest cover, the text says "The Darklighter". I decided to make a saber called that. I got my inspiration from this saber design. (Yes, I didn't really make the name. Whoever made it called it that.)

Anyways, going on randomsabers.com, I found some inspiration in their unique saber models. I have quite a few in mind, such as:

The Echo (Do I sense a TSL reference in there?)

Emergence

Antithesis

Ravaster

Pyrack

 

Those are some of the sabers on my list. Right now, I'm working on the darklighter series. I asked Ferc to export them, since I thoroughly sucked at it, but, I'll give it another try.

Anyways, I have some pictures of my updated Darklighter lightsaber.

 

Anyways, those are what I have done so far, and, I hope to see them in game soon. I will be doing one for each of the saber colors (Remaining: Purple, Orange, Bronze, Silver, Cyan, Veridian, and any other ones I missed.)

 

Darklighter Series

------

The Red, Green, Blue, and Yellow varieties.

 

Antithesis

------

Antithesis (GMax)

 

Emergence

-----

(None)

 

Ravaster

-----

(None)

 

The Echo

-----

(None)

 

Pyrack

-----

(None)

 

Castling (Will only be in that blue color, but will include both the double saber and the single.)

-----

(None)

 

Decorum

-----

(None)

 

Isis

-----

(None)

 

Justice (Double Blade included)

-----

(None)

 

Minolith

-----

(None)

 

The shoto saber, Orchid

-----

(None)

 

Curved Saber, Apostle

-----

(None)

 

Double Bladed version of Acheron

-----

(None)

 

Centurion

-----

(None)

 

Cyrpix

-----

(None)

 

Hexic

-----

(None)

 

Gryphon

-----

(None)

 

The Marauder mk 2 and The Marauder

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(None)

 

Manticore

More to come...

 

I plan on having the sabers be given to a certain NPC, similar to the USM. (Now, this mod won't hold a candle AT ALL to the USM). But, heres what I have so far:

 

Exile's Saber: Decorum (Can be used for both LS and DS)

Atris: Castling (two singles for first part, double for the second part.)

Kavar: Isis (Hehe)

Brianna: Justice

Visas: Orchid (Replaces Visas' Saber), have yet to choose one for normal

Sith in the tomb on Dxun: Ravaster

Bao-Dur: Pyrack

DS Exile Saber: Emergence

LS Exile Saber: Another colored version of the Echo series.

Atton: Antithesis

Nihilus: Emergence

Sion: Apostle

Antares: Marauder series

DS Kreia: Hexic

Kreia: Use Kreia's Walking stick from the USM!

Atton: Centurion

Mira: Minolith

Mical(Disciple) Manticore

Seth: Gryphon

Keida: Crprix

 

As an added bonus to this mod, I may include a sidequest where you relive some of your party member's pasts (Atton being the main one. Kreia fighting Nihilus and Sion in the Trayus Core when you ask her about who she was. Missions in gathering Mandalorians with Mandalore. Visit Hanharr's memories on Kashyykk. Fight Hanharr again before going to Malachor to relive Mira's fight with Hanharr in the tunnels.)

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I wanted to give you a couple ideas to improve your hilt, but I find visuals always work better than words so I remade the model you were working on to highlight a few things I think you could improve.

 

dark.jpg

 

First thing's first: your proportions are wrong. If you're only using the original reference image as a starting point that's fine, but since everything else seems fairly accurate I'm not sure why the proportions are off.

 

Next, you're not making very effective use of what you've got. What people don't like about KotOR's weapon models is that they're boxy and lack detail -- no need to continue doing that with custom models! Live a little -- use more edges and include more detail. Your reference image has rounded/beveled parts. Put that in your model! It will give the hilt a softer look and will ultimately make it more appealing, I think. You don't need to use hexagonal cylinders. I usually pick either octagonal ones or 12-sided cylinders. Ten would be good, but a ten sided cylinder can be hard to work with sometimes so I usually avoid it. Six is too few sides, though.

 

Pretty much when you're trying to recreate something that already exists (your reference image, for instance) it's a good idea to paste the reference into gmax or 3ds or whatever you're using. Your reference image is very good and very detailed, so use it for more than glancing at while you're plodding away in your modeling software. Alt+B should be the key combo for placing background images into a viewport for both gmax and 3ds max. Take advantage of that -- it makes modeling a lot easier!

 

Just a personal note, I wouldn't bother putting those ridges in (the black parts). I did in my recreation, because you did, but to be honest that's where the player's hand will be and you'll basically never see it, so in this case that would be considered unnecessary detail. But if you want to add it go ahead. It's not going to break the bank.

 

Hope that helped.

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mmkay, gonna pick this apart

 

I wanted to give you a couple ideas to improve your hilt, but I find visuals always work better than words so I remade the model you were working on to highlight a few things I think you could improve.

I feel the same way.

 

 

First thing's first: your proportions are wrong. If you're only using the original reference image as a starting point that's fine, but since everything else seems fairly accurate I'm not sure why the proportions are off.

If your basing it off of the picture I made, I did that by using screenshot, and merging the pictures together using my lasso tool, eraser, and the eyedropper.

If your basing it off of the actual model, I tried to get it as close to the original concept as I could (Remember, I'm still a n00b, but a confident noob), but I probably couldn't get it to fit in the cylinder T7's tut told me to do. So, I made it a bit bigger, and added another color ring area.

 

Next, you're not making very effective use of what you've got. What people don't like about KotOR's weapon models is that they're boxy and lack detail -- no need to continue doing that with custom models! Live a little -- use more edges and include more detail. Your reference image has rounded/beveled parts.

I'll probably do that at a later time, but right now, I got it mapped, and, at a later time, I may try and smooth out the hilt.

Put that in your model! It will give the hilt a softer look and will ultimately make it more appealing, I think.

mmkay.

You don't need to use hexagonal cylinders. I usually pick either octagonal ones or 12-sided cylinders. Ten would be good, but a ten sided cylinder can be hard to work with sometimes so I usually avoid it. Six is too few sides, though.

I did use 8 sides, like the tutorial said to do :)

 

Pretty much when you're trying to recreate something that already exists (your reference image, for instance) it's a good idea to paste the reference into gmax or 3ds or whatever you're using. Your reference image is very good and very detailed, so use it for more than glancing at while you're plodding away in your modeling software. Alt+B should be the key combo for placing background images into a viewport for both gmax and 3ds max. Take advantage of that -- it makes modeling a lot easier!

Kind of like what Virtue's tutorial does? (Except your not actually using the ref pic for modeling, but as a ref.)

 

Just a personal note, I wouldn't bother putting those ridges in (the black parts). I did in my recreation, because you did, but to be honest that's where the player's hand will be and you'll basically never see it, so in this case that would be considered unnecessary detail. But if you want to add it go ahead. It's not going to break the bank.

Then, I'd have to add like what? 5-10 centimeters of something else.

But, it is a detail, and details make the hilt a bit better.

(BTW - Technically, after seeing Ferc's result of exporting, the hands are down near the silver, not the black... I'll have to fix that somehow... :))

 

Hope that helped.

 

I do too...

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Details you don't see don't make a hilt better, they make a hilt worse actually. If you're not seeing it, it's just adding extra and unnecessary rendering time to the game, small as it might be. I'd recommend just making it some kind of solid black grip.

 

Also consider using smoothing groups for your renders/screenshots so they don't look so blocky. I assumed it was 6-sided because it looks like a square in your screenshot rather than round, like it should be. Unless you're trying to make a hilt that doubles as an allen wrench.

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As a side note to Inyri's advice, which you should heed. My only bit of advice is to keep different saves at various significant intervals, you often come across modeling hiccups particularly as you first start and it's a lot easier to pinpoint the problem if you have lots of different saves to look at. Also, although I'm not really sure if this is a consideration for you right now, but when I was modeling we put a lot of effort into keeping a low poly count, with the target usually under 1000 for lightsabers. However, personally I'd advise you not to do that, while you do always want a low poly count don't let that restrict you. With practice you'll learn different tricks to keep your polys low. For example, you'll find that a lot of things you can accomplish with good skinning and texturing rather than modeling.

 

-Mav

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low poly count, with the target usually under 1000 for lightsabers. However, personally I'd advise you not to do that, while you do always want a low poly count don't let that restrict you. With practice you'll learn different tricks to keep your polys low. For example, you'll find that a lot of things you can accomplish with good skinning and texturing rather than modeling.

 

-Mav

 

Yeah, I don't really care about the polys (not like I could find out how many mine has, considering I'm using GMax).

 

And, I do take some pride in my texturing. Not the best. But, then again, it isn't the worst ;)

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Yeah, if you find the drop down menu that has the customize button, and switch the selector for customizing to MAXscript, the only option available will be poly count, create keyboard hotkey(s) for it, and press it.

 

Boom, Poly counts!

 

Huh.

I myself never payed that much attention to MAXscript. I'll have to take a look at it ;)

 

Anyways, I'll reserve this post for future sabers I is gonna model, as I can bet that my first post is getting kind of... crowded.

 

Anihil

-----

(None)

 

Azreal

-----

(None)

 

Blackout

-----

(None)

 

Octane

-----

GMax

 

Osiris

-----

GMax

 

 

 

(See first post for the first part of my list)

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^^ Lower count is always better for your frame rates. Both gmax and max have poly counters, you go to the utilities tab [ furthest tab on the right ] and it's there by default in gmax, 3d s max you just make a new button under button sets , find the poly counter in the list and drag N drop it to your new button alternately if you hit 7 on your keyboard in the viewport it will toggle your poly count next the viewport title.

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While working on a Mystery WIP (You can get hints from my sig and Avy ;):p), I decided to include some of my hilts in the pack!

 

When I release the teaser (what you see), it will also include...

Acheron!

 

The black line is a type of battle mark. It did survive the Mandalorian Wars. It will appear in a 'hidden' footlocker in the Telos Academy. It is now the Lightsaber for both LS/DS exile!

 

I've decided the following; since I am doing 4 new species (possibly 5, if I have the motivation), and making each gender for each species (so, 8, possibly 10. More likely 8), I decided to include 8 of the sabers I put on the list. So, with skins, come models of lightsabers.

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Ok, I don't necessarily want to make a new topic with all my WIPs, so, could a power-that-be make the topic's title "Trigger's WIPs"? (Yes, I'm giving up to the trend. LORD TAKE ME NOW!)

 

So, here, I will list some WIPs.

 

Mustafar Jedi Academy

-----

(New pics to be made)

 

Near Human Skins

-----

offishul images to be released when I get ready to release my teaser of the pack (aka. what you see in my sig and avy)

 

Modeling Exploits

-----

See above posts.

 

Dark Jedi Addition (yes, one of my first WIPs)

----

To be started :p

 

Jedi Warrior Armor (Based off of a pic from the TOR announcement)

-----

None. But, plans have been made. It will include a Mandalorian armor reskin. Other then the cape and requirements, there will be no differences. Hood up probably won't be included.

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Near Human Skins

-----

offishul images to be released when I get ready to release my teaser of the pack (aka. what you see in my sig and avy)

Well, I'm always happy to see playable aliens :), and your Zeltron avatar looks pretty good. Are you working on both males and females? That'd be fantastic if you did. How many characters are you planning on?

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Well, I'm always happy to see playable aliens :), and your Zeltron avatar looks pretty good. Are you working on both males and females? That'd be fantastic if you did. How many characters are you planning on?

Yes. I do plan on doing Male and Females. And, I plan to do 4 species, maybe 5, if I have the motivation. I have Zeltrons, Chiss, Miraluka, Echani, and possibly Nagai.

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I plan to do 4 species, maybe 5, if I have the motivation.

 

That's great. So, any idea on how many individual heads you'll do for each species? I usually try to do 3 male & 3 female minimum when I do a species pack. I'm sure I'll be happy with however many you do, but I was just curious as to how much work you're gonna pile on your shoulders. Not too much I hope, but just enough ;)

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That's great. So, any idea on how many individual heads you'll do for each species? I usually try to do 3 male & 3 female minimum when I do a species pack. I'm sure I'll be happy with however many you do, but I was just curious as to how much work you're gonna pile on your shoulders. Not too much I hope, but just enough ;)

 

For the teaser release, I'll release the Zeltron Female, and an Echani male. For the first release, I'll include 1 male and 1 female for each species I do. After that, if I still have motivation, I'll do an expansion, which'll include the original 8-10, and add another 1 male and 1 female, doubling the total. After that, I will fix any bugs there are.

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While going through Randomsabers, I found some sabers I decided I wanted done, but I knew I couldn't do. So, I requested them. A day later, Darth Parametric took the request, and we got into a discussion. We concluded that with his modeling skills and my UV Mapping abilities, we could easily mow through some of our sabers. So, we immediately got to work. I was able to finish the Antithesis saber, and map the 2 sabers that DP made.

 

First off, The Antithesis. A brilliant Sith weapon. Second, The Osiris. Using a new unique style of emitter shroud, any Jedi or Sith would be proud to have this powerful and elegant hanging off their belt. Finally, The Octane. A simple, but unique design, with a comfortable grip.

 

I will add the links to the first post and my post with other sabers.

 

EDIT: Sorry for double post, but it was a progress report

 

EDIT2: Just to clarify, Parametric did the modeling, while I'm doing everything else. UV Mapping, placing ingame, and other stuff.

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