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Trigger's WIPs


TriggerGod

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Well, at least, it'll match the other. ;) My only suggestion, aside from fixing the eyes, is to make the other transitions the same skin tone as the first. :xp: Other than that, it looks very good. (As do the Malak tunic and the lightsaber hilt.)

heh, I'll see about doing something like that. If it looks good, then I'll do that. But for right now, thats what I have. The idea is the darkside made her... darker. ;):p

That Malak tunic is pretty good!

 

Nice work on that. :thumbsup:

 

Thanks Marius.

If I can get it to work in game (either as a new baseitem or something else), then I plan on having it replace the supposed Malak's Armor in the vanilla TSL.

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I plan on having it replace the supposed Malak's Armor in the vanilla TSL.
Good idea - the hand helpers on those armoured robes are totally gimped, even moreso than on the rest of the clothes/armours. It would be nice to have the armour with the same stats but that looks better and (hopefully) has better hand positions when dual wielding.
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  • 2 weeks later...

Time for another update.

 

1: I haven't forgotten about my hilts. I've been spending quite a bit of my free time that isn't taken up making goodies for Mission Enhanced, my other head skins, (just a note, I have the new transitions set up, along with new eyes; I'll post a picture soon.) and my just plain random modding, but I have been working on them. I have spent my time re-uv mapping my hilts (for a couple of reasons: 1 because I'm starting to get rusty, 2 because some of my other maps weren't the best. 2.5 and I had to update the Osiris and Octane hilts with the new gold texture, and 3 because some of the hilt designs have bevels with Parametric didn't model in to save polys, so I've been adding bevels to the texture(s) in Photoshop)

I've gotten a few hilts done, so here is a teaser of Osiris and Octane.

 

2: Mission Enhanced Goodies update: Nothing as of yet. I have decided to make a Sith Lord armor (a la Shem) for both Males and Females. I might or might not choose to replace the Jedi Armors, but if I can't edit the 2da properly...

 

3: And now, A mask. It isn't modeled by me, but by Obsidian. Its going to be for Sith Assassins, and it will be, accordingly, called the Assassin's Mask. A pic of it is here. I also plan to set up some masks only for use for Sith Marauders and Sith Lords. Maybe this for Marauders and you could use Kha's (or AVols, if you have it) hoods for Sith Lords, if I can't find a good mask for Sith Lords.

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  • 2 weeks later...

well, updating time!!

 

1) I've been modeling a lot lately, all in preparation to model my own area in GMax. Recently, I modeled an Anakin, Ahsoka, and a hilt called Mentor I found on someone's Photobucket. If you want, you can completely disregard the lightsaber blade I made, it was just a test to see if I can use my own method to make a blade. I don't have a pic without the blade.

 

2) My Sith Lord armors. While I try to make having a model be able to be worn as a new item class without having to switch every time you have to switch a module, I replace the Flight Suit Class (It was Revan, the Jedi Armors, or the Flight Suit. I don't want to take away compatibility with Revan mods and I'm replacing the armors with my Sith Assassin tunic)

Note, the baremetal shine is not final, as I forgot to add the gold to the custom alpha and the shine is a little too shiny, so I'm going to tone that down a bit.

 

thats all I think.

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  • 2 weeks later...

While I'm playing around with photoshop tricks (mainly those involving brushes and abstract things), I did a little modding, but I couldn't do any yesterday due to having to go to my Aunt's town for her baby shower (and the morning after, she has the baby. 5 1/2 weeks premature...)

 

But today I sent Darth Parametric the re mapped/textured lightsaber hilts that I have, (its a lot. 28 hilts I sent him IIRC) so soon, I will post the renders that he will make...

 

And on the Near Human skin front, I have a Carth's Flight Suit reskin, inspired in part by T7's "Carth's Infiltrator Suit" skin (I did no ripping off his texture, its all my work). Link

 

Because of the way Carth's suit was modeled, I had to do some re-modeling on those shoulder/arm pads so it looks like the pads end at the sleeve.

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Does this come in green? :D

 

Good work TG :)

 

The entire mod, unless its a boss saber (for Sion, Nihilus, or Traya), it will be available in the colors that the majority of sabers in the USM are available in (blue green yellow red and purple)

 

And thanks everyone for the comments on the Carth suit.

 

And now for the renders.

Azrael

Ahsoka

Anakin

Antithesis

Acheron

Casting-Double

Centurion

Cyprix

Decorum (Texture edited courtesy of Parametric)

Echo

Emergence

Gryphon

Hexic

Hexic-Double

Inheritor

Isis

Jynx

Manticore

Marauder

Mentor

Necrocide

Niveus

Octane

Orchid

Purge Defender

Osiris

Shadow

Xenon

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You might want to apply the smooth modifier to the Shadow hilt, unless you're going for the polygonal look.

 

Like DP said, C4D does some stuff to the smoothing. (I've done a little experimenting with it), but in GMax, it is much smoother. Here is a pic of it without its texture applied in Max. In honesty, It would have been a good idea to use a 10 sided cylinder because the Auto smooth feature doesn't really work that well on 8 sided figures. I had to do a lot of re-smoothing for this hilt.

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  • 2 weeks later...

Well, if you haven't read my signature, I am playing around in my shiny new 3dsMax 9 (trial)

 

So to test out the capabilties that Max holds, I modeled a hilt. One of my personal favorites, Azreael. After following a bunch of tutorials on how to make good materials (I had to edit the gold material a bit so that it looks less brown when I render it.

 

Show spoiler
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az-new-mats2.png

 

I am loving 3ds. I have started to model an area as well, so I will get that worked on and finished over the weekend. So today, not much to report except my new program and stuff I am testing..

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If you like the materials that much you could do a Render to Texture :p

 

Would have to look it up again how that works precisely.

Trouble is it'll save lots of light information to, so you would need a decent

setup of the lights.

 

You'dd still need your UVW-map though, no escaping that :)

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If you like the materials that much you could do a Render to Texture :p

Yeah, I noticed that feature while I was playing around with rendering features, (I was able to make a decent lightsaber blade. Test 1 (The grip material is messed up in this render for some reason) and Test 2 (I edited the grip material after Test 1 and again after Test 2)) so I'm going to play around with those settings.

 

You'dd still need your UVW-map though, no escaping that :)

 

I applied the materials after I made the actual UV Map with the texture. So I have the texture applied and UV Mapped.

 

And as for something I forgot, I modeled a rather low poly sword (I couldn't figure out how to get the fancy poly counter like in GMax, so I just used the Statistics button in Configuring the viewport). I haven't yet figured out how I can use it in TSL/K1 and have it make sense. (maybe having someone forge that sword based on the description of a sword in a fairy tale.)

 

Its all textured. This is the material version.

 

EDIT: Also working on a more poly heavy model. It is a traditional Japanese katana. Here is the Tsuba(Hilt Guard) (not uv mapped yet. I'm holding that off until I get the entire sword modeled.)

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