SimonKTemplar Posted October 25, 2012 Author Share Posted October 25, 2012 I've got all my systems up and running again, thankfully, and there was no loss of data from the system purge. (And sorry for the double post, I'd hate to make this look like a bump thread, but there were no replies). I'm continuing my works as planned, and here is one of the most recent WIPs. I've looked across the internet for a canonical Darth Bandon hilt, and I found an item in TOR that corresponds to what I'm looking for, however it uses a generic hilt. In an effort to make it more unique, I did some modifications that would make the hilt look like it's behind the TOR timeline, like covering up the exposed crystal in the middle (i found radical design gimmicks like this to be way ahead of Kotor in terms of modernity), and removing the unnecessary spokes surrounding the hilt. The only thing I'm not sure about (and I'll need help from you TOR players who may have encountered the hilt) is the angle of the spiky crossguard things against the main hilt. I've made them angle the middle of the hilt by 90 degrees, but it could be at a different angle in TOR. Please provide assistance if possible. Show spoiler (hidden content - requires Javascript to show) Darth Bandon's Lightsaber Polycount: ~850 Texture coming soon! (very soon) Link to comment Share on other sites More sharing options...
battle111 Posted October 25, 2012 Share Posted October 25, 2012 I've got all my systems up and running again, thankfully, and there was no loss of data from the system purge. (And sorry for the double post, I'd hate to make this look like a bump thread, but there were no replies). I'm continuing my works as planned, and here is one of the most recent WIPs. I've looked across the internet for a canonical Darth Bandon hilt, and I found an item in TOR that corresponds to what I'm looking for, however it uses a generic hilt. In an effort to make it more unique, I did some modifications that would make the hilt look like it's behind the TOR timeline, like covering up the exposed crystal in the middle (i found radical design gimmicks like this to be way ahead of Kotor in terms of modernity), and removing the unnecessary spokes surrounding the hilt. The only thing I'm not sure about (and I'll need help from you TOR players who may have encountered the hilt) is the angle of the spiky crossguard things against the main hilt. I've made them angle the middle of the hilt by 90 degrees, but it could be at a different angle in TOR. Please provide assistance if possible. Show spoiler (hidden content - requires Javascript to show) Darth Bandon's Lightsaber Polycount: ~850 Texture coming soon! (very soon) Awsome job hey u l notised that you are using very great tools ??? Link to comment Share on other sites More sharing options...
Dak Drexl Posted October 25, 2012 Share Posted October 25, 2012 I've got all my systems up and running again, thankfully, and there was no loss of data from the system purge. (And sorry for the double post, I'd hate to make this look like a bump thread, but there were no replies). I'm continuing my works as planned, and here is one of the most recent WIPs. I've looked across the internet for a canonical Darth Bandon hilt, and I found an item in TOR that corresponds to what I'm looking for, however it uses a generic hilt. In an effort to make it more unique, I did some modifications that would make the hilt look like it's behind the TOR timeline, like covering up the exposed crystal in the middle (i found radical design gimmicks like this to be way ahead of Kotor in terms of modernity), and removing the unnecessary spokes surrounding the hilt. The only thing I'm not sure about (and I'll need help from you TOR players who may have encountered the hilt) is the angle of the spiky crossguard things against the main hilt. I've made them angle the middle of the hilt by 90 degrees, but it could be at a different angle in TOR. Please provide assistance if possible. Show spoiler (hidden content - requires Javascript to show) Darth Bandon's Lightsaber Polycount: ~850 Texture coming soon! (very soon) Personally, I think this hilt is really ugly and would rather see you come up with something from your imagination. Not my mod though Link to comment Share on other sites More sharing options...
SimonKTemplar Posted October 25, 2012 Author Share Posted October 25, 2012 Personally, I think this hilt is really ugly and would rather see you come up with something from your imagination. Not my mod though Believe me, I've not been having much success doing a different texture for this, and I'm considering swapping this out for something else. We'll see how it turns out in the end. I'm a poor texture painter when it's compared with my modeling and reskinning skills. Painting a texture like this takes talent, and skill. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted October 26, 2012 Share Posted October 26, 2012 Believe me, I've not been having much success doing a different texture for this, and I'm considering swapping this out for something else. We'll see how it turns out in the end. I'm a poor texture painter when it's compared with my modeling and reskinning skills. Painting a texture like this takes talent, and skill. Talent and skill? They're really upping the qualifications these days Link to comment Share on other sites More sharing options...
Dak Drexl Posted October 26, 2012 Share Posted October 26, 2012 My advice? Good UV's make all the difference with texture mapping. For reals though. Talent and skill? They're really upping the qualifications these days Link to comment Share on other sites More sharing options...
GeorgNihilus Posted October 26, 2012 Share Posted October 26, 2012 So ... a "tweaked" Canonical Darth Bandon hilt eh?? interesting. As long as it looks different from everything (hilts) I already have, the real aspect doesn't matter too much for me. And that spoiler screenie looks pretty different and unique from what I've seen/installed ... 850 polycount? u kidding me?? I'm still struggling with a rusty Nvidia GForce 7600 GT 256 Mb card!!! heh heh... fortunately another rig's on its way, yup, soon keep up the good work Link to comment Share on other sites More sharing options...
Qui-Don Jorn Posted October 26, 2012 Share Posted October 26, 2012 850 polycount? u kidding me?? I'm still struggling with a rusty Nvidia GForce 7600 GT 256 Mb card!!! Oh, well then you must hate my 2500-4000 polycount models. Link to comment Share on other sites More sharing options...
SimonKTemplar Posted October 26, 2012 Author Share Posted October 26, 2012 I've decided that it's perhaps best I stopped working on that hilt for now... there is a good point about it not being distinctly Bandon's hilt... I'll leave that for some other time. What I'm looking to work on now are the rest of the Dark Jedi Robe variants (I did 2 out of 3), as well as the ranged weapon variants for the 3 most common categories: standard (4 of 11 weapons), sith (3 of 3 weapons) and mandalorian (3 of 5 weapons). After I've finished those 3 categories, I'll look over the less common ranged weapons afterwords, and then move on to texturing them all. Currently, the model work-in-progress is the Standard Blaster Carbine. I'll upload some renders shortly. UPDATE: And here's the finished carbine model. I wanted it to be more streamlined and actually shorter than my standard-length rifle. Show spoiler (hidden content - requires Javascript to show) Standard Blaster Carbine Polycount: ~750 Reference source: MP-38 Edit: I forgot to add a screenshot of the third Dark Jedi robe variant. Now there are 3 variations for both Light (Brown, Blue, Orange) and Dark Side users (PMBI02, PMBI06, PMBI07). This is PMBI07, the texture used for the Dark Jedi Master Robe. Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
kyrie Posted October 27, 2012 Share Posted October 27, 2012 I've decided that it's perhaps best I stopped working on that hilt for now... there is a good point about it not being distinctly Bandon's hilt... I'll leave that for some other time. What I'm looking to work on now are the rest of the Dark Jedi Robe variants (I did 2 out of 3), as well as the ranged weapon variants for the 3 most common categories: standard (4 of 11 weapons), sith (3 of 3 weapons) and mandalorian (3 of 5 weapons). After I've finished those 3 categories, I'll look over the less common ranged weapons afterwords, and then move on to texturing them all. Currently, the model work-in-progress is the Standard Blaster Carbine. I'll upload some renders shortly. UPDATE: And here's the finished carbine model. I wanted it to be more streamlined and actually shorter than my standard-length rifle. Show spoiler (hidden content - requires Javascript to show) Standard Blaster Carbine Polycount: ~750 Reference source: MP-38 Edit: I forgot to add a screenshot of the third Dark Jedi robe variant. Now there are 3 variations for both Light (Brown, Blue, Orange) and Dark Side users (PMBI02, PMBI06, PMBI07). This is PMBI07, the texture used for the Dark Jedi Master Robe. Show spoiler (hidden content - requires Javascript to show) Very nice work I like the robes Link to comment Share on other sites More sharing options...
SimonKTemplar Posted October 27, 2012 Author Share Posted October 27, 2012 I finished another model, this time it's a Mandalorian Ripper pistol. One of my favorites, actually. I believe the disruptor weapons in the game, especially the pistols, never got any good models from bioware. It's about to change. Show spoiler (hidden content - requires Javascript to show) Mandalorian Ripper Polycount: ~800 Reference source: Type 24 Revolver Link to comment Share on other sites More sharing options...
battle111 Posted October 27, 2012 Share Posted October 27, 2012 wou good work Link to comment Share on other sites More sharing options...
Zhaboka Posted October 28, 2012 Share Posted October 28, 2012 Excellent robes! The guns I can tell are excellent, but I won't be able to feel it (down in mahh pluuuums...) until they're textured. Link to comment Share on other sites More sharing options...
GeorgNihilus Posted October 28, 2012 Share Posted October 28, 2012 Oh, well then you must hate my 2500-4000 polycount models. what?? haha ha ... what is it, a weapon, or a space ship?? Link to comment Share on other sites More sharing options...
SimonKTemplar Posted October 31, 2012 Author Share Posted October 31, 2012 I finished another model last night that I thought you may like, it's the standard Disruptor pistol... took me a while to figure out the design I wanted for this, and generally I decided I want to stick to the basic shape that was featured with vanilla models, but much more sensible in the proportions, a lot more details, as well as an inclination to a modular design in categories of weapons. Show spoiler (hidden content - requires Javascript to show) Standard Disruptor Pistol Polycount: ~1050 Reference source: P08 Luger (receiving end only) More meshes to come, I'm working on a few more, now that I have new design ideas. EDIT: Update. Here's an example of the modular weapon design: a Light Repeating Blaster with the receiver of a Standard Blaster Rifle; the barrel and stock were exchanged to expand the firing capacity of the weapon, as well as easier control over rapid-fire. Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
Scorge Posted October 31, 2012 Share Posted October 31, 2012 Awesome gun models again PS: In my opinion I think it would look better if you put a scope on the standard disruptor pistol. Link to comment Share on other sites More sharing options...
SimonKTemplar Posted October 31, 2012 Author Share Posted October 31, 2012 Awesome gun models again PS: In my opinion I think it would look better if you put a scope on the standard disruptor pistol. I'll consider it, but it might raise the polycount a bit though Update: I think this is reasonably accomodating. Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
SimonKTemplar Posted November 8, 2012 Author Share Posted November 8, 2012 Phew! It's been a while... I've really been busy this past week, mostly administration issues around college. But I'm back... with a new update! I decided I'd finish my Standard Disruptor Rifle (finally!). It took ages for me to think up the design, and I decided I'd stick as much as I can to the original model, which is one of the few good-looking vanilla weapon models in the game. There's a few good models I'm still working on though, so there's likely gonna be an update later today. Stay tuned. Show spoiler (hidden content - requires Javascript to show) Standard Disruptor Rifle Polycount: ~1000 Reference source: CZ 805 (mostly for proportions sake) / Vanilla model Link to comment Share on other sites More sharing options...
GeorgNihilus Posted November 10, 2012 Share Posted November 10, 2012 I'll consider it, but it might raise the polycount a bit though Update: I think this is reasonably accomodating. Show spoiler (hidden content - requires Javascript to show) Interesting addition. Even though the polycount raise ... any chance to see couple of these released soon, with textures if it's not much to ask?? Link to comment Share on other sites More sharing options...
SimonKTemplar Posted November 10, 2012 Author Share Posted November 10, 2012 Interesting addition. Even though the polycount raise ... any chance to see couple of these released soon, with textures if it's not much to ask?? My work on the first game's ranged weapons is nearly complete - only a few more models. I've decided that I'll make some of the less commonly used weapons like standard weapons with minor variations in the model, instead of making them fully-unique, because let's face it, people who play the game don't buy them all that often (i'm referring to less common guns like the Arkanian Blaster Pistol, and the Bothan Needler for instance)... all in all, I should have all the standard, categorized and special/upgradeable/unique weapons done by the end of the week, with textures not far behind. My current issue is that I have NO idea what design to use for the Sonic Rifle model. I am now taking suggestions, please send pics with what you (the community) thinks it should look like, because quite frankly, I'm all out of ideas on this one. Always did hate the Sonic rifle anyways; looked like the hose of a washing machine mounted onto the lower part of a flamethrower or something Link to comment Share on other sites More sharing options...
JediRevan001 Posted June 21, 2013 Share Posted June 21, 2013 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. Show spoiler (hidden content - requires Javascript to show) 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. Could you release this skin? Link to comment Share on other sites More sharing options...
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