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SimonK's WIPs


SimonKTemplar

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So recently, I've been working on a bunch of models and I'm so far enjoying myself :D (always did find this weird pleasure in modeling firearms and lightsaber hilts), so I'd like to show you some of my progress, get a little feedback, perhaps some suggestions, and hopefully, some assistance if any issues should arise (and some have already arisen).

 

First up are my finished models with the textures done 100%:

 

Revan's 'padawan' Lightsaber hilt (info below)

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Revan's Lightsaber Hilt

Reference source: Wookieepedia

Polycount: ~450

Issues: Messed up texture ingame in the lower part of the mesh. (same problem with Malak's hilt, see below)

sOYlV.png

 

Malak's canonical lightsaber hilt

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Malak's Lightsaber Hilt

Reference source: Wookieepedia

Polycount: ~600

Issues: Messed up texture ingame in the lower part of the mesh.

Notes: This is a remake of my original Malak hilt for JK3 from 2010, since now I've got better eyesight and some better reference, I've made it more accurate to the reference provided.

6GkSg.jpg

Ri185.jpg

H1fFb.jpg

 

Next up are my finished models, but with no textures as of yet (I'm working on some of them now. I do always prefer to make all the models i've intended first, then texture them):

 

Standard blaster pistol

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Blaster Pistol

Reference source: Luger P08

Polycount: ~400

TkimI.jpg

 

Standard blaster rifle

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Blaster Rifle

Reference source: CETME C2

Polycount: ~800

YGCAi.jpg

 

Mandalorian Assault Rifle

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Mandalorian Assault Rifle

Reference source: H&K USC; this image

Polycount: ~700

FQY4t.jpg

 

Carth's Blaster

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Carth's Blaster

Reference source: Vitali Model 1910

Polycount: ~850

3zmHK.jpg

 

Bendak's Blaster

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Bendak's Blaster

Reference source: Mannlicher Model 1903

Polycount: ~400

Note: I'm considering adding a scope to this, and making the scopeless version the mesh for the Mandalorian Blaster Pistol

3KXeZ.jpg

 

Standard Heavy Blaster

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Heavy Blaster Pistol

Reference source: Bergmann-Bayard pistol

Polycount: ~700

Bc257.jpg

 

More coming soon. Do feel free to add feedback.

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Excellent work and welcome to the forums

 

Thanks, although I'm only back from a long hiatus, I've actually been on the forums since woohoo ages ago :D

 

Did you detach the UV's?

 

Detach them? In what way? You mean detach the polygon groups before positioning them in the Unwrap UVW window, or was it something I overlooked?

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You need to detatch use detatch to element to break up your model into elements which correspond to the way you've broken up your model to map it.

 

So basically, select each UV element, go into the editable poly/mesh (whichever you're using) and detatch to element.

 

Do this for your whole model and you should be good to go. :D

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You need to detatch use detatch to element to break up your model into elements which correspond to the way you've broken up your model to map it.

 

So basically, select each UV element, go into the editable poly/mesh (whichever you're using) and detatch to element.

 

Do this for your whole model and you should be good to go. :D

 

Okay, I'll try that. Strange thing is, I did that when I was initially arranging the surfaces for the base UV map. Then i exported from 3ds max into the 3ds format and imported into gmax. It must've started stretching when I welded all the vertices together, since exporting to 3ds tends to separate all the surfaces one from another, causing all the surfaces to lose their smoothing.

 

Anyway, I've done something extra for a bit of change. A bit of skinning. Figured the Qel-Droma robes for K1 needed to look distinctive from the other Jedi robes. My only regret is that I couldn't get the big flowing hooded cape like in Shadows and Light, the way Duron was wearing them, since I used that as my reference for the robe coloring.

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HCQak.jpg

 

[Modeling tuts here here in Holowan are too complicated]

 

For better understanding of modelling software, it's best to buy a book that explains it. Try "3ds Max 4 Bible" or for newer versions of Max. If you know how to use Max 4, gmax is a cakewalk, since it's based on Max 4.

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Wow I love those models, I wish someone can teach me how to make stuff like that [Modeling tuts here here in Holowan are too complicated/ :(]

 

You'd actually be amazed at what you can pick up just playing around in Max and experimenting with different things.

 

I'm by no means a fantastic modeler, but I am far better than I used to be, purely because I put in some effort and experimented with the software.

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An update to the lightsaber textures... I figured it out. The trick was not to weld together the vertices after importing the 3ds file into gmax. This eventually does result in the hilt appearing a bit faceted in game, but it's no big deal with the CM_Baremetal shader on; you'll barely notice. Thanks for the additional advice, though. I'm working on Bastila's lightsaber hilt now.

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Hey, I actually just remembered that I had found a workaround for detaching UV's for game imports so that the step could be entirely skipped :)

 

So normally, with me at least, if I UVMapped the weapon and didn't detach before I resetxform, the UV's would get stretched and messed up. After messing around with it I remember finding a solution that at worked for me: after you map your model but before you resetxform, save your UV set to a file somewhere. IIRC there is an option for that on your right hand toolbar in the UV tools thing. So now hit resetxform and your UV's will probably get all stretched, but that's ok. Just hit "Load UV Set" or something similar and load up the file you just exported. Your UV's should be just as they were before and you should be ok to export.

 

I don't think I ever mentioned this, so I think it's at least worth a try because if it works for you it saves you lots of work in the future! Hope it works and helps!

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Anyway, I've done something extra for a bit of change. A bit of skinning. Figured the Qel-Droma robes for K1 needed to look distinctive from the other Jedi robes. My only regret is that I couldn't get the big flowing hooded cape like in Shadows and Light, the way Duron was wearing them, since I used that as my reference for the robe coloring.

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HCQak.jpg

 

Ah! That robe looks amazing, great work! Can't wait to see more, good job so far!

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A quick update on Bendak's Blaster/Mandalorian Blaster; I've added a scope mount and a small sniping scope, and I've optimized the topology a bit. Just over 1000 tris now; will do a bit more enhancing. As I've mentioned before though, the scopeless version of this will be used as the model for the Mandalorian Blaster, and the textures will differ (the standard one will be gray and more stock/military issue, while Bendak's upgraded pistol will have a black finish with a customized wooden or bone grip; I'll see which suits me more)

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lBAdH.jpg

I've also taken the liberty of remaking my original Bastila's hilt, now both the shape, size and texture are more accurate, and they look great ingame. Strangely enough, it looks as though it'll only fit Bastila's hands appropriately, and in male characters' hands it seems to look kinda flimsy. I've no problem with that :)

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X9oG0.jpg

Kudos to 90SK for the cool robe texture.

RjSLn.jpg

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More new models, and this time I've decided to work on sith weaponry. For starters, I did the Sith Assault Gun, which would be the ancient equivalent of the stormtrooper E-11 rifle.

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Sith Assault Gun

Polycount: ~670

Reference source: STAR Z.70 submachine gun

d552n.jpg

And, after a good 5 hours work, I give you the most advanced blaster rifle intended in the game, the Sith Sniper Rifle. It might look a little ahead of its time (might look good in SW Battlefront lol), but I think that since the Sith had the advantages of the Star Forge, they would also have some of the most advanced weapons in the galaxy at the time.

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Sith Sniper Rifle

Polycount: ~1000

Reference source: PGM Hecate II

dh5GP.jpg

Feedback and suggestions are always welcome.

 

EDIT: I just finished my Sith Assassin Pistol model this morning.

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Sith Assassin Pistol

Polycount: ~600

Reference source: Ruger Standard Mk1

la5FE.jpg

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Update: I did some topology fixing on Carth's blaster and I modded out the details. Now it's finished with just under 1000 polygons to the whole model. I just wish i could do the textures as fast as I could do the models (trust me, I'm not good at painting firearm textures)

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KYXcC.jpg
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You use Wings 3D don't you?

 

Nope, I use 3ds max 9. Don't ask me how I obtained a copy though ;)

 

Wow cool models keep up the good work SimonKTemplar !!!!!!

 

The rest of the models are coming along quite nicely... I only have a few more ranged weapons to complete, after which I'll move on to melee weapons, and then after those I'll move on to texturing. I might do the melee weapons' textures first because I'm much better at making symmetrical, less-detailed textures than what guns require me to do.

 

In the meantime, I've made two new additions to my works, the first being a reskin of PMBI02, the Dark Jedi robe, since I thought the original looked like a mashed up mess of greenish-brownish-patinated pieces of cloth.

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I put the original next to the reskin for comparison; you choose which one you like more ;)

s0ZDv.jpg

My second addition for today is the Mandalorian Heavy Blaster, which I completed last night. Try to picture these in the hands of Calo Nord or some Mandalorian commando. I always figured those blasters looked way too identical to the standard heavy blasters in vanilla Kotor.

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Mandalorian Heavy Blaster

Polycount: ~1000

Reference Source: Bergmann Model 1896

0gnBk.jpg

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Brief announcement: I will be unavailable for the next few days, the reason being my new hardware and operating system being installed, followed by a few outside events I wouldn't skip (it's sorta like a holiday to me). I will resume my work, however, as soon as I have everything reconfigured.

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