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Blasters of The Old Republic (BlasTOR)


scramjetbooster

Mod name suggestions  

13 members have voted

  1. 1. Mod name suggestions

    • Blasters of The Old Republic (Blastor)
      7
    • Republic Armament
      3
    • Knights of The Blaster Republic
      0
    • It's a Blaster! Mod
      0
    • Pimp My Blasters
      2
    • Republic Take Arms!
      1


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There are many great mods out there that deal with armors, robes, and sabers... Sadly there are only a great few that deal with things that make your save-the-damsel-in-distress quest on Taris, your detective work on Peragus, and your errant jobs on Telos, less boring. Things that are looked down by the Jedi and Sith. Things that make Han Solo and Boba Fett are so bad*$$ [or insert your favorite word here if you prefer]. Things that, on the hands of so many unnamed heroes, have saved the Republic one too many times....Things that are called BLASTERs....

 

Blasters that I'm trying to make: pistols, rifles, sniper rifles, and assault cannon.

 

References (by Tiana Arylle in swtor community)

Pistols: http://www.swtor.com/community/showthread.php?t=491935

Rifle: http://www.swtor.com/community/showthread.php?p=4987896#post4987896

Sniper rifle: http://www.swtor.com/community/showthread.php?p=5018635#post5018635

Assault cannon: http://www.swtor.com/community/showthread.php?p=5018653#post5018653

 

What I've done - no textures yet:

11/16/2012 - Rifle (See reference: 2nd last row, no.2 from the right)

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rifle01.png

 

11/17/2012 - Rifle (See reference: 3nd row, 1st from the right)

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rifle02.png

 

11/19/2012 - Rifle (Longer barrel, See reference: 3nd row, 1st from the right)

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rifle02b.png

 

11/19/2012 - Pistol (See reference: 3rd row, far right

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pistol01.png

 

11/19/2012 - Pistol [Alternate Version, longer barrel, less bulky-looking]

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pistol01b.png

 

20/11/2012 - Pistol (See reference: 5th row, 4th from the right

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pistol02b.png

 

20/11/2012 - Pistol (See reference: 1st pistol

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pistol03.png

........

I'll take help from anyone who is creative at:

- UVunwrapping/Texturing

- Blasters names (since I don't play TOR)

 

You can participate in modeling if you want, as long as you point out which model you would be working on..

........

I don't have targets of how many models I'll be creating but I'll model about 5 or 6 of them until I begin texturing. Then I'll start doing all over again.

........

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Just add an 's' on the end. Republic Armaments :)

 

Otherwise nice model. Very SimonK-grade :xp:

Keep it up. Kotor needs new guns. New ones. I'm working on the replacement for the vanilla ones, lol.

 

Just a hint, you don't have to overdo it with model details. The texture will ultimately decide the visual impact of the weapon.

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Just add an 's' on the end. Republic Armaments :)

 

Heh heh, I have a always-forget-the-'s'-in plural-nouns syndrome...

 

I'm working on the replacement for the vanilla ones, lol.

 

Really? Great..! Are you trying to stay with the original concept designs or are you modelling new designs? Cause I hate the vanilla looking of the sonic blasters.. they look like swans/ducks...

 

Just a hint, you don't have to overdo it with model details. The texture will ultimately decide the visual impact of the weapon

 

Hmm,, a very good tip... I was beginning to think that the number of vertices in my model was too high..

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Really? Great..! Are you trying to stay with the original concept designs or are you modelling new designs? Cause I hate the vanilla looking of the sonic blasters.. they look like swans/ducks...

 

I'm mostly using the same general shape, however with nicer details and better appearance (more streamlined, cleaner, less bulky, scopes that make sense, more diverse etc.). If you're interested, check out my thread, i did plenty. (Oh, and there's a few pending updates too. Just forgot to post them.)

 

I also did after a few designs I saw in graphic novels and sourcebooks, and some of them are my own. The emphasis though was on replacing the old, more than making new stuff. That's for another time.

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Might we see pictures of each model as each one is done . . . if you wouldn't mind?

 

Check first post SH

 

Sorry, I should've been clearer...

 

If you're interested, check out my thread

 

Sorry, I didn't notice your thread before....Hell Yeah.. they're great!!! You manage to create awesome models while minimizing the number of polygons... a feat I don't have...

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I'd disagree on the poly count. While there's no point going crazy with 10K poly models, I would also advise against being too frugal. Textures in KOTOR tend to be very muddy, so it's sometimes hard to get really good definition. Especially with the lack of normal maps, sometimes it's just easier to add a few hundred polys to do the job properly. A 1-2K poly weapon is perfectly fine. These days there's not going to be any performance penalty to worry about.

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I'd disagree on the poly count. While there's no point going crazy with 10K poly models, I would also advise against being too frugal. Textures in KOTOR tend to be very muddy, so it's sometimes hard to get really good definition. Especially with the lack of normal maps, sometimes it's just easier to add a few hundred polys to do the job properly. A 1-2K poly weapon is perfectly fine. These days there's not going to be any performance penalty to worry about.

 

Mine don't really tend to go over 1200-1500 anyway, so it's just for future reference.

 

EDIT: Oh, and the performance really isn't the issue, rather, it takes ages for a 2k+ model to convert in mdlops, but i don't know how other people have had issues with this.

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UPDATED: 11/19/2012 - Pistol (See reference: 3rd row, far right

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pistol01.png

 

This one doesn't look Star Wars-ish... Looks more like a Glock..

 

This is very good. You managed to optimize your model quite well.

 

Suggestion: Looks a bit wide. Glocks are typically bulky, so to avoid that kind of appearance, reduce the overall width of the model and the diameter of the barrel.

 

Suggestion: 10-sided prisms are more ideal for barrels, muzzles etc. Downscaled in game, it looks more distinctively like a cylinder than an 8-sided prism.

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I'd disagree on the poly count. While there's no point going crazy with 10K poly models, I would also advise against being too frugal. Textures in KOTOR tend to be very muddy, so it's sometimes hard to get really good definition. Especially with the lack of normal maps, sometimes it's just easier to add a few hundred polys to do the job properly. A 1-2K poly weapon is perfectly fine. These days there's not going to be any performance penalty to worry about.

 

I agree with your disagreement.

Though I do tend to stay around 3000 or lower the highest I've made was 4981 or something and I did so to 'get it right'. But it shouldn't give anyone problems. I just prefer to put the detail in the model and then use the texture as backup or filler.

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I agree with your disagreement.

Though I do tend to stay around 3000 or lower the highest I've made was 4981 or something and I did so to 'get it right'. But it shouldn't give anyone problems. I just prefer to put the detail in the model and then use the texture as backup or filler.

 

Obi-Wan has taught you well, but you are not a Jedi yet... :)

Here's what I mean by optimized... as pertaining that the level of detail on the model can be well compensated by a well painted texture.

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I made this model for JK3 specifically at ~1060 polys, just a few weeks ago. It's a DC-15s variant with a swapped-out barrel I call the DC-15k, shortened to fashion the weapon as a pistol. A38xr.jpg
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I agree with your disagreement.

Though I do tend to stay around 3000 or lower the highest I've made was 4981 or something and I did so to 'get it right'. But it shouldn't give anyone problems. I just prefer to put the detail in the model and then use the texture as backup or filler.

 

Point taken...

 

Anyway, an alternate version of the pistol:

11/19/2012 - Pistol [Alternate Version, longer barrel, less bulky-looking]

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pistol01b.png
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Much better! Now it's optimized-like.

Thx..

 

... as pertaining that the level of detail on the model can be well compensated by a well painted texture.

Kuai Don-Jorn and DarthParametric have a point though. We'll probably need high polycount anyway to bake a texture.... Then when you compare the hi-poly model and the low-poly+baked texture,, the low-poly model doesn't stand a chance since we don't have normal maps in KOTOR/TSL...

 

Anyway,,

11/19/2012 - Rifle (Longer barrel, See reference: 3nd row, 1st from the right)

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rifle02b.png
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