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Custom Lightsaber help!


Adonai Saboath

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Posted

Generally you want the lightsaber to have no more than 1000-1200 polys because of the massive amounts of polys that custom models and sabers have. most of my models have had no more than 800 polys and still looked nice.

 

Rule of thumb is to NOT have more than 1000 vertices, or your game will not load correctly.

Posted

that's pretty much what it looks like around the entire thing with the exception of that button at the bottom :p

 

I don't know what modeling program you are using so I can't really help you there.

Posted

heh, its milkshape, thats what i use to model most of my ****.....i might need to use a diff program to get into the game, i don't skin or anything though, so when this is done, i'll need someone to skinmap and then skin.......

Posted

yeah, i'm a big newb at this, don't even own JKII... (yet)

 

so once i'm done with the mesh, if anyone out there is willing to get in game for me (it'd be a pain for me to, not even owning the game)...

Posted

I can skin it for you if you want. But I cant skinmap it. I dont remember how to do that. My experiance of late has been vehicles from Renegade but this isnt much different. Just smaller.

 

Kaito Fett

 

All I need is the skinmesh and a picture of it.

Posted

The max verticies is, I believe, 1000, and the max triangles I think are 1111. I believe this goes for all guns as well as sabers.

 

I recommend keeping it under 600 or around there for performance reasons. You don't look at the thing much, no reason for killer detail. Also, if you get it down to like 500 or 600, and if it's just for SP, you can skip LODs which can be a pain in the ass sometimes. They are only really needed for high poly counts during MP on not-so-awesome machines.

Posted

In milkshape, you need to "regroup" it...make it part of a seperate group, you don't need to disconnect it from the model though.....then go to materials, just mess with the diffusion, and ambient crap.....and assign materials....

 

thats just a quick easy way of going about it....

 

i'll try and get its Polycount down...its around 700-800 i think right now....

Posted

a new question....

 

say i'm making the hilt....but its longer or shorter than Kyle's (i'm using his to proportion it and get everything set up........should the bottom end of the hilts line up, or the top ends? or does it even matter?

Posted

bah you didn't segment it at all :p

 

that's not good, because un-segmented models are incredibly difficult to unwrap, or skinmap. I'll need to take a further look at this, so you are more than welcome to see if anyone else can do better :p

Posted

Just thought I'd mention that it is possible to get a saber hilt in game using only milkshape.

 

there's a tutorial on how to do this here - http://www.jk2models.cjb.net

also a few other saber tutorials, it seems that Gmax is the way to go but most ppl seem to be using Milkshape3D.

 

Anyways hope this helps guys

Posted

...I know how to get saber hilts in-game using milkshape.

 

 

We were talking about how he didn't segment his model, which makes it harder to skinmap/unwrap.

 

Go plug your site for people that need it :p

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