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.
........
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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Last edited by scramjetbooster; 11-20-2012 at 05:57 AM.
Otherwise nice model. Very SimonK-grade
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.
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
Heh heh, I have a always-forget-the-'s'-in plural-nouns syndrome...
Quote:
Originally Posted by SimonKTemplar
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...
Quote:
Originally Posted by SimonKTemplar
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..
Last edited by scramjetbooster; 11-16-2012 at 06:57 PM.
Nice work, scramjet! You're right, we have a dire need for more blaster modellers. I look forward to seeing more - keep it up.
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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.
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
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...
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.
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
UPDATED: 11/19/2012 - Pistol (See reference: 3rd row, far right
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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.
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
Can I make a request for the first pistol on that chart, and 4th row, second to last one? Those are my favorite pistol models in the game, and id love to see em in kotor/tsl. Great work so far! Very clean models.
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.
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.
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
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]
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
... 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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Last edited by scramjetbooster; 11-19-2012 at 03:39 AM.
20/11/2012 - Pistol (See reference: 5th row, 4th from the right
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Looks amazing!
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I'm currently working on texturing the blasters now, but I'm not good at it.. at all... I've been improving the models of one of the blasters, in TOR this one is called Rifle of the Skyraiders
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The original is here..
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And I've been trying to create Rohlan Dyre's helmet..