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Trigger's WIPs


TriggerGod

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Well, today I was able to model a new weapon. Its all ready for release, except for a noticeable UV Map error.

 

Here are some max renders to keep you guys waiting.

Materials only (and grip texture) :

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katana.png

 

Textured:

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katana_textured.png

 

Its not the best sword model. But it does look pretty cool in game. The grip is a little too large (the exile can grip it with 2 hands and his foot and still probably have room left)

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Yeah, I noticed that feature while I was playing around with rendering features,

 

Well only trouble is ofcourse, you loose all the nice "bling-bling" effects of the material.

 

Kotor games don't support that stuff... modern games do, but then you'dd have to make all other kinds of crazy maps :lol:

 

You got some nice models in there TG.

Keep making them, its nice to see your progress.

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  • 2 weeks later...

Thanks Quanon :)

 

Anyways, I have an arse load of updates that I just never posted. Along with an idea that I have started to work on, which includes a lot of custom modeled areas.

 

1) I remodeled one of my first lightsaber models, the Darklighter, again. This time with saving polys in mind.

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Note that this is only the red variant, which will holster the red lightsaber blade. There will be a blue, yellow, purple, green, etc variant for release. It will not be implemented into the huge saber pack. It will be a standalone release.

 

2) For the Sith Revan Tribute, I modeled a Walker hilt, minus the fancy inscriptions on the main hilt.

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walker4.png

Other than changing the bottom part, (my idea is that it is a rare type of crystal that can extend a blade longer than a normal short saber crystal. There will hopefully be a green/blue variant, maybe for LadyRevan's TSL part) this is the final skin.

 

3) During my boredness today, I decided to model a slightly more complicated hilt then I have done in the past. Ref pic

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slake-tex.png

 

Now, for my idea. Inspired in part by Quanon's Temple mod, the Tribute mod, and the pyramids of Ancient Egypt and the Aztecs, my idea is that if you are evil enough, a path will open to an ancient Sith Burial Site. You climb up a cliff slope, fighting off the Tuk'ata and a special species of Laigrek that the Sith brought to Korriban. When you reach the top of the cliff, a small cutscene will play that will show clips of different parts. You have to now fight your way through deceased Sith Followers (they may be dead, but their threat is very real) to gain passage to the pyramid. Inside you will loot the tomb, and encounter the Sith Lord (who is of now, Un named). Angry that you are stealing his valuables, he will attack you. If you live, you can leave. On the other planets (Dantooine, Telos, and Nar Shaddaa), you will find new people who will give/teach you new things in exchange for a rare crystal you found in the Sith Lord's tomb.

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  • 2 weeks later...

Anyways, I haven't done much in the past week, due to me being sick and away from my computer. But I was able to do something.

 

1) While scouring photobucket for saber refs, I stumbled upon a cool looking, more simplistic design. I call it the Pride of Taris. I am hoping I can get someone to make it as a Juhani hilt for K1. I have yet to texture it, so all you get for now is the material.

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pride_of_taris.png

 

2) Not quite sure what I am going to do with this idea I had about 40 minutes ago. Lets just say it involves me lengthening the hair on PFHC05's head. Its not too drastic. I personally think that the skin looks all right the way it does right now, but if anyone in the audience has a suggestion, let it be known. :)

head-edit_tex2.jpg

I apologize for those errors on the head. It isn't something that is easily fixed by smoothing groups. (I'm taking a shot in the dark and guessing that Adinos's new model viewer is having troubles viewing this model as well...)

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  • 3 weeks later...

*looks at thread that is currently only being posted in by me*

 

I seriously do not like double/triple/more posting, but if I just edit it, it will go unnoticed. :(

 

Anyways, I've got quite a bit of updates. I got my custom head (see above post) in game successfully, and using some dark side transitions I found, (and got permission for, don't worry :)) I've got the basics of my head down. I've also learned some things about modeling from various tutorials in the tubes. Lets start, shall we? :)

 

1: The heads:

1a: Female

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Heaed-start.jpg

Head-D2.jpg

Head-D1.jpg

1b: Male (tell me if this head looks familiar... :p)

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Ani.png

I have the texture for it done, but I haven't gotten to doing the UV Map fairly well. Maybe if someone would so kindly as to... :p

I have made the sabers for Anakin and Vader done, so all I have to do is finish the map for the head, export, and test. I also plan to make a reskin (or if I have the abilities to do so, an edit of Atris' model to look more masculine) for his robes.

 

 

2: I decided to try my hand at a sword, taking elements from what I learned from making my Katana model. Using the Tengu sword model from Guild Wars as inspiration, I made this behemoth.

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Tengu-WIP3.png

Now that I've taken a fifth look at it, I can see some things that can be improved on (mainly the texture)

 

3: sabers

3a: Legion (Design credits go to Randomsabers.com)

Render

Ingame

3b: Sin (Design creds go to Rtas Vadum)

Render

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The Legion looks good TG. That was one of the first sabers I modelled for KOTOR. It's a nice design.

 

Yeah, you sort of inspired me. And it was a test to see how well the 'engrave' (Boolean in max, not sure about C4D) function worked.

 

And I agree, it is a very nice design. :)

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What did you use booleans for? The holes in the emitter shroud? Got a wireframe?

 

Yeah it was for the holes in the shroud. And heres your wireframe. For some reason, more polys were created near some holes while some holes had less. Perplexing. :p

 

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Boolean.png
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Some nasty triangulation there. Booleans aren't really the best way to go for that. Here's how I did mine:

 

th_Legion-Saber-2.jpg

 

I don't think you need the rounded ends. You aren't going to notice it in-game, as you can see in the inset with a section of your earlier pic.

 

Btw the missing triangulation is either ngons or backface culling.

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What does the female head look like from the side and back?

 

The back side of the head looks a little odd, because of a UV Map issue. (which I will be fixing soon) And I haven't done anything with the sides as of yet.

 

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head-back.png

head-side.png

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The back side of the head looks a little odd, because of a UV Map issue. (which I will be fixing soon) And I haven't done anything with the sides as of yet.

Yeah, the straight polygons do look strange. I think it's a bit problematic with the hair going straight down from behind the ears: it looks like a mullet. Have you considered pulling down the hair polys on the side of the head so her hair covers her ears, and blend into the back hair? It might help, as well as adjusting the uvw map.

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Well, I have a sort of mini-update. Not as big as my last one that is :)

 

1: I modeled another Guild War's sword, the Shadow. Here is what I managed to model.

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Shadow_Sword.png

 

2: As per request by Canderis, I modeled a saber hilt for whatever hes going to do. (ref)

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Sithy.png

 

3: in my own time, I modeled a hilt called the Arbiter, to keep me on my modeling toes.

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Arbiter-tex.png

 

It wasn't until after I finished texturing the Arbiter that I noticed how well the grips were done. As a result, I've asked a few people if they thought the grip was textured or modeled in. So far everyone got the quiz wrong. :xp:

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Some nasty triangulation there. Booleans aren't really the best way to go for that. Here's how I did mine:

Btw the missing triangulation is either ngons or backface culling.

 

Yep, certainly in Max.

 

Its the first thing I learned from tutorials is not to use it at all, to avoid problems later on.

 

You can make holes by using the poly tools: Inset & Connect, then extrude are your friends.

 

It takes some time & work to get around it.

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Its the first thing I learned from tutorials is not to use it at all,

 

I kinda learned about the Boolean thing in a tutorial, which I did some experimenting with.

 

Anyways, I do have some wip pics. Earlier I posted some pics of Anakin in a hood. I found that the UV Mapping was a little too hard for me, so I asked my fellow modder SithSpecter to help (read: do :p) with my Anakin skin. Recently, I got the model back, and I am quite pleased with the results. I made an animation with the transition and the 2 hoods I am adding to the mod as well.

 

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ani-l.gif

(ignore the shiny white line around the head/hood :p)

 

I did test my head in game. So here are the shots

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ani-ls.png

ani-ds1.png

ani-ds2.png

I just love the look that the last transition has. Very shifty looking. :p

 

I also modeled the last of Anakin's sabers. Although, I should say that this is the Anakin/Vader hilt (this is the hilt he had in Episode 3, when he was a Jedi Knight and a Sith Lord)

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Ani-2.png

 

I did not model in the 'bunny ears' as they are just plain ugly IMO. But I did model in one of the buttons on the side. Its just hidden by the rest of the hilt. :p

 

BTW, I am modeling an area. I am not going to post pics of it this early in its development, but my idea is that it is an archetype of Cloud City. So, yes, that does mean it will be in the sky over some planet. I may even allow access to the planet below, if I have the patience.

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I kinda learned about the Boolean thing in a tutorial, which I did some experimenting with.

 

M'yes the internet is full of contradiction :p

 

Its your choice really and boolean might have improved in the newer Max versions.

 

Anyway, Anakins head looks nice... though I'm not sure about the jawline.

Did you alter the model(besides adding the hood) or just did a reskin.

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Other than the UV Map, I didn't do any re-modeling. And I just took the Kreia out of Kreia's hood to make the hood (which I realize I still need to position correctly and than export. Fun)

 

boolean might have improved in the newer Max versions.

I have a 3ds 9, and the polys added by boolean really all depends on your positioning.

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