View Full Version : WIP: Boba Fett's Blaster (its my first model so don't laugh!)

10-27-2002, 08:59 AM
Well i got all the plugins i needed so i decided to start modeling! im not even sure if im doing it right so if u see anything wrong just tell me! so what do u think, please do keep in mind its my first model! u only see the front and bottom view in this pic!

10-27-2002, 09:03 AM
You might want to take a perspective capture of that model... from the image shown there, you really can't get a good idea of the model at all. Just looks like a couple of cylinders from the angles shown.

And hey, don't worry about it being your first model. You'll learn a lot just from doing it, and probably have more to come after this one. Let's see another shot of the blaster. :)

10-27-2002, 09:05 AM
l ill work on it nore and post some more pics, do u think everything is ok with it?

10-27-2002, 09:55 AM
well i decided not to make it boba's blaster just a bounty hunter's blaster anyway here are some more pics.

10-27-2002, 10:19 AM
Appears to have too many polys. Cut down on some of the stacks, and don't use the ring, you can do those with a skin.

10-27-2002, 11:22 AM
what do u mean the ring, u mean the circles at the front of the blaster? ill reduce the polys, but other than that is it going to work do u think? also i was wondering how to skinmap.

10-27-2002, 11:45 AM
Yes, the rings. As a rule of thumb, never exceed these guidelines for weapons:

1000 vertices, 1200 polys.

10-27-2002, 11:51 AM
how can u tell if u have, where can i find out? (im using gmax)

10-27-2002, 12:31 PM
took off the rings and other unnecessary shapes, heres a pic:
(if pic doesn't show copy and paste the URL)

10-27-2002, 12:54 PM
its obvious you left the defaults on when making those cylinders. in your recent pic, look at the biggest cylinder, you can see it has 4 rings in the middle of it, these are called segments. when you make a cylinder, you can see under its properties two very important parts, 1. Segments and 2. Sides. these properties determine how many polys your cylinder will have. always set your segment to 1, this will eliminate all the extra rings. and choose an appropriate number of sides so that its not overly round but not too boxy.

to check the poly count, goto utilities (the hammer picture, not the name Utilities on top). there should be an option called polycount or something.

10-27-2002, 01:32 PM
cool thanks! how would i get it in game do u think? and for anyone reading this post, do u like the blaster?

10-27-2002, 01:59 PM
i went to polycount in gmax and it says 992 is this good?

Lord -=[FBF]=-
10-27-2002, 04:58 PM
nice model!
as for getting ingame: there are 2 files u need to replace (well, 3). replacing the briar pistol, these are:
these are the internal and external models, and the skin, respectively.
to get ingame:
first, make sure u have a tag_flash in the model, and in the right place, and that the 0,0,0 co-ordinate is in the grip of the gun, near the top of it. then, export your model as c:/models/weapons2/briar_pistol/briar_pistol.md3
next, open assets0.pk3 in winzip and extract briar_pistol_hand.md3 into c:/models/weapons2/briar_pistol, and then open it. your weapon model will be loaded into it. click animations -> play and watch the anim. as it moves along, not the dip down but the slide, take note of which way your model is facing. i guaruntee it wont be inline. as i recall, it will be 90 degrees out in 2 of the 3 planes. in the default view of birar_pistol_hand.md3, it should be aligned to face u side on, with the back to the left. however, it will be pointing down and facing the wrong way. go back into gmax, rotate the model 90 degrees in 2 axes (i forget which - try wm out) and re-export, then reopen briar_pistol_hand.md3 and see if its inline. keep trying until it faces right. watching the anims, it should move backwards on the slide and dip down at the front during the curve. as far as i know, these are the anims for firing and taking the weapon out. once this is right, go back to gmax, and move the model about a grid square forward and to the left (looking at it from above). re-export, and u should b done for this bit. now, move it back to where the handle is over 0,0,0 and rotate it 90 degrees clockwise around the axis that runs front to back while looking at the model from behind. rotate and realign tag_flash and then export as c:/models/weapons2/briar_pistol/briar_pistol_w.md3
open this in md3view, and click file -> export as GLM click through the popups, and then close. put the model texture into the c:/models/weapons2/briar_pistol folder, and then run winzip. create a zip file called "gun.pk3" (including the speech marks) in the GameData\base folder of ur JKII install, and add briar_pistol.md3, briar_pistol_w.glm and briar_pistol.jpg to it, saving full path info. then, run the game, and ur model should b ingame with any luck.
i hope thats not too complicated, i have a habit of going over the top as it were. if u have any trouble, just ask, either post here or mail me (mat_howe@hotmail.com).
the method i outlined above works fine for me, except that the model is seethrough in first person. fine in 3rd, invisible in 1st. its there, and its onscreen (cos i can see where the shots come from), but its not there. does anyone else have this problem, or know how 2 solve it? sorry to post a slightly flawed method, its probably summat simple ive missed, but if anyone could help id appreciate it.

10-27-2002, 05:03 PM
:drop2: long explaination but in time ill be able to read it, i think the only question i have left is how to skinmap? thanks to everybody who has helped so far! i never thought i'd learn so much on the first day of modeling! in 7 hours i already almost have a completed model!

Lord -=[FBF]=-
10-27-2002, 05:08 PM
theres a basic skinmapping tutorial about halfway down my basic saber modelling tutorial at http://www.btinternet.com/~howe_alison/brothers/tutorial/gmax_jkii_tutorial.htm
that should cover about all u need to know to get started, altho i can guaruntee that when u get into skinmapping u will regret becoming a modellor. thats why i started using 3dsmax and the ChilliSkinner plugin (very handy!!)

10-27-2002, 05:12 PM
cool model ...if you want to try editing the vertices on the barrell with the uniform scale tool if you do that with the cylinder (selecting all the vertces in 1 ring) you could make some awesome weapons :D but still pretty awesome

10-27-2002, 05:21 PM
Lord -=[FBF]=- u have been the biggest help! i dedicate this model to u! in fact would u mind if the official name was the "L class FBF short range blaster" ?

Lord -=[FBF]=-
10-27-2002, 05:25 PM
sure, no problem. im honoured u think ive been that much help. any more questions dont hesitate to ask.

10-27-2002, 05:29 PM
i take it that you got it in game then :P

10-27-2002, 05:34 PM
no, much to do have i first!

10-27-2002, 05:52 PM
lol hell i know that feeling

Lord -=[FBF]=-
10-27-2002, 05:54 PM
who doesnt?

10-27-2002, 06:02 PM
one more quick question for the day u guys! (i have to stop modeling and do homework!:mad: ) i smoothed the texture of the model and wasn't sure which model to use. here is a page with the 2 models on it which one?:confused:

10-27-2002, 06:04 PM
smoothed 1 in my opinion

Lord -=[FBF]=-
10-27-2002, 06:11 PM
smoothed one looks better, definately. u might want to check what the smooth has done to the polycount tho....

10-27-2002, 06:12 PM
its the same polycount so smoothed one it is! no more posts today check back tommorow i may have more stuff completed!

10-27-2002, 07:16 PM
you need the barrel to be longer

10-27-2002, 07:31 PM
what?!?!?!!??! uh oh! why? is it serious?

10-27-2002, 07:39 PM
awww dude ....you got the bruce lee quote wrong

Think of water. It becomes everything you put it into. Put water into a cup, it becomes the cup, put water into a teapot, it becomes the teapot. Water changes so it works with the enviroment and not conflict with it. Water can flow, or it can crash with mighty power. Be water my friend.

there :p

10-27-2002, 09:32 PM
ya, ok his quote is wrong but what about that barrel issue?

10-27-2002, 09:39 PM
it looks waaay too big the handle probably couldn't even be grasped by a a hand. The barrel looks like an Ion cannon from the game. Try to make it smaller

10-27-2002, 10:05 PM
ive got 2 different and opposite opinions now what? one says its too big the other says its too small!:confused: :confused: :confused: :confused: :confused: :confused:

10-28-2002, 02:52 AM
ive got 2 different and opposite opinions now what? one says its too big the other says its too small!

No they aren't. The guns is big too big and the barrel needs to be longer aren't two conflicting things. You can scale it down a bit to reduce the size. And you can drag verticies to make the barrel longer. (If you don't know how to drag vertices I can explain it to you as I use Gmax.)

10-28-2002, 04:36 PM
could u explain scaling and draging verticles?

Lord -=[FBF]=-
10-28-2002, 06:01 PM
ok, scaling: this involves the Uniform Scale tool. select the piece that needs to be scaled (it has to be a seperate mesh from the rest of the model), then select the Uniform Scale tool from the toolbar (its a pair of boxes, next to Rotate) and click on the piece, then drag up (i think up anyway). this will make the piece bigger, but keeping proportions. stop dragging when its the right size. if the bit ur resizing is part of another mesh, select the mesh, go down to the Vertex Editing sub-level (2nd tab from left on the toolbox on the right, and its the button that looks like a bunch of dots), select all the vertices that are part of the bit ur resizing but not any of the rest then use the Uniform Scale button as above.

dragging vertices to make the barrel longer: go down to the Vertex sub-level of the barrel mesh as above, then select all those on the end of the barrel (ie the circle at the top of the cylinder). then just extend the barrel by moving the vertices along with the Move tool. come out of the Vertex sub-level by pressing the Vertex button again (all the dots) then select those bits that are around the end of the barrel and move them along so they match up with the end.

there u go! simple!

10-28-2002, 06:17 PM
once again u come to the rescue ill see waht i can do! then ill skin map it, if i can i think it may be in game in a week! (maybe less!)

10-28-2002, 07:03 PM
k i may have a problem, i scaled it and made it smaller. i couldn't make the barrel longer because i had already made the model one big one. so i added a cylinder on the end, but the ploycount is 1208 its 8 over AHHHHHH! is it serious heres a pic anyway! http://www.geocities.com/yaduskins/wipblaster8.jpg

10-28-2002, 07:46 PM
nobody has replied so im going to try skinmapping it, only because i dont understand how to put on the tags, any one know how? i found the explication by FBF a little complicated.

10-28-2002, 08:17 PM
uh oh! how do u connect shapes together again? i cant remember! every time i try i messes up the model!

10-28-2002, 09:33 PM
I will show you how to drag vetices when I get back home. I will use pics to do it.

10-28-2002, 09:50 PM
u could probably get rid of the 8 extra polygons if you had less height segments in that extra cylinder :)

10-29-2002, 02:12 AM
Ok here is how you drag vertices in Gmax. I sugest you test this a a cylinder or something that doesn't have to do with you model.


First hit the button I have circled in Light blue in the pic above. That is manipulate. This must be in to do many of Gmax's funtions.
Then right click on the cylinder(Just a note make sure that you have as many segments as you need because you can't change it once you do this.) and go down to where it says convert to. Once the sub menu pops up hit "convert to editable mesh".

Next hit what I have circled In yellow in the pic above.


Go down to to where is says "Editable Mesh" and push the plus sign to bring out a menu. Hit the line that says "Vertex". And it is just click and drag from here.


And see you can make complex, longer, and other shapes without raising your polygon count alot.

Good luck.

P.S. If the links doesn't work I can make a page on my site.

10-29-2002, 08:49 AM
no they dont work!

10-29-2002, 08:56 AM
the model is getting all these errors on it so im starting a new one, this one WILL be Boba Fett's Blaster sound good? I'm going to come back to this model but i already connected everything and now i cant edit the model so with my new found knowledge (thanks guys!) im going to make a knew one! and it will be very good! don't give up on me though im 110% sure ill need some help! ill continue to post the new WIP here! hows that sound everyone?:D :fett:'s :charric: is on its way!

10-29-2002, 09:22 AM
just cos you connected it shouldnt mean you cant edit.... especially if your only moving around verts yay boba fetts blaster

lol when i finally finish my model i figure im gonna release that saber thing i did for him seperate :)

Darth Vader III
10-29-2002, 12:23 PM

10-29-2002, 01:54 PM
im going to start the blaster later today, im gathering resources now. any pics u have would help!
Darth Vader III what is nice, my idea for boba's blaster or my first one?

Lord -=[FBF]=-
10-29-2002, 05:53 PM
even if u've attached the meshes then u should b able 2 edit at vertex level, but boba fett's blaster does sound like a rather good idea...

as for tags: to make a tag, use the 2D elements panel of the toolbox on the right, the tool u are looking for is the Line tool. then, draw a right-angled triangle. simple. now go to vertex mode, then select the move tool and put each points co-ords in by hand (round numbers are best, it doesnt matter where this puts the tag as u can always move it). one of the sides (not the hypotenuse) should be twice as long as the other (not the hypotenuse). a good set of coords would be the first point at (0,0,0), the next at (2,0,0) and the other at (2,1,0). then, exit vertex mode, name the piece tag_flash and move it to sit in the barrel of the gun, with the shorter edge where the shot wants to come out and the longer edge moving back away into the gun, like this:
| |
| tag_flash | | Direction of fire -->
| ______| |
barrel of gun

ok, so its not a great diagram, and the hypotenuse is missing, but hey, it should help u get the idea. this is an important thing to remember to do, as it tells the game where the gun needs to fire from, and in what direction.


Lord -=[FBF]=-
10-29-2002, 05:55 PM
damn... now why wont it let me use multiple spaces?

Lord -=[FBF]=-
10-29-2002, 05:57 PM
|...........tag_flash |..|.......Direction of fire -->
barrel of gun

there u go, just ignore the full stops

10-29-2002, 06:56 PM
thanks FBF! ill get to work on it as soon as i can! right now i cant ive got 2 do homework! :mad: but keep looking for updates! maybe even tonight!

10-29-2002, 08:39 PM
to snakeeyes141: thanks for correcting me. i heard the quote and didnt put it in my signature for another day after i heard it so i couldnt quite remember it.

10-29-2002, 09:13 PM
ive finished the basic model of boba's blaster but geocities has some error and i cant log on to put the pic up. any way ill get it up as soon as i can but i thought id just let u know it aint dead! the polycount is exactly 1200 so im lucky! tommorow im going to skinmap it! ill keep u updated!:fett: :charric: :eek: :eek: :eek: :eek: Boba Fett will soon be up and blasting! Keep lookin for updates!

10-29-2002, 09:30 PM
k heres a pic www.geocities.com/yaduskins/bobafettsblaster

10-30-2002, 03:02 AM
Looks cool, I cant really remember how Bobas blaster looked like but Im sure it was something like that :)

10-30-2002, 08:43 AM
just a question, can i skinmap it before adding the tags? because tagging is takng a little while to sink in!

10-30-2002, 09:36 AM
thats pretty cool dude! its a little gritty, and it needs some work, but its coming along nicely. keep up the good work!

10-30-2002, 01:48 PM
thanks! it'll look better when skinned!

10-30-2002, 05:02 PM
yo man, do you know how to skin it, because im workin on a usp and its finished but the textures that i put on it dont show up in teh game (yes i put it in the pk3, whats wrong?)

10-30-2002, 06:50 PM
i dont know the way i was told to skinmap isnt working help please!

10-30-2002, 08:58 PM
Ok this should let you see the pics.


Also editing vertexies helps by letting you delete polygons that aren't going to be seen and there is less to UVW unwrap.

just a question, can i skinmap it before adding the tags? because tagging is takng a little while to sink in!


Also if you need any help unwraping it I can help some.

10-31-2002, 08:58 AM
by unwraping does that include skinmaping?

10-31-2002, 05:17 PM
Just to make sure we are on the same page.

When I say "Unwraping" I mean take the model and make a 2d map so you can apply a skin to it. So I think for the most part we are talking about the same thing. If this is what you mean then Yes.

11-01-2002, 08:54 AM
yeah thats what i need u to do! also if u could put tags on it!?

11-01-2002, 05:39 PM
r u ok with doing that TheWhiteRaider? how do u want to get the file?

11-02-2002, 03:30 PM
Hey WhiteRaider where r u? i need your help! could anybody else help me in adding tags and UVmapping or skinmapping whatever u want to call it!?

11-02-2002, 11:02 PM
Sorry about that Yadu I haven't been here lately. I you want to e-mail it to me that is fine I will give you a hand.

11-03-2002, 08:53 AM
i sent the file to u whiteraider thanks again!

11-03-2002, 04:48 PM
Ok I got the file. I will put the tags on first as that is the easy part. If you want I can scale the gun it to the right size so that when it is put in game it fits in Kyle hand rather then Kyle being inside the gun.(I have done that before with some sabers. One filled up all of ffa_bespin because I forgot to scale it down.)

11-03-2002, 04:51 PM
ya please scale it down so that doesnt happen!:D when do u think this can all be done so i can skin it and put it in the game?

11-03-2002, 05:00 PM
The Tags takes about 5 mins at the most. I do have to export the file to md3(Don't worry it will not mess with the gmax file.) so I can make sure I got the tag faceing the correct dirrection or else Kyle will shoot himself. Unwraping depends on how much time I have to work on it.

11-03-2002, 05:02 PM
k just email the file back when you're done, it wont take more than a day will it?

11-03-2002, 05:11 PM
It may. I will try getting it done fast. Also could I get a reference pic? I can save you skinning time with a pic.

11-03-2002, 05:23 PM
this is a pic i used for reference to model it! i dont know if u can use it! http://www.moscroatia.com/enciklopedija/slike/m_fett1.gif

11-03-2002, 05:37 PM
Hey better than nothing. I am unwrapping it right now. I may have it done by tonight.

11-03-2002, 05:37 PM
heres a better one! http://www.stardestroyer.net/tlc/Cannons/fettrifle.jpg

11-03-2002, 07:54 PM
hows it coming?

11-03-2002, 08:25 PM
For some reason when I export it and try to add a test skin it gives me an error. It is most likely a problem with the model. I am trying to see if it is something I did or not.

11-03-2002, 09:36 PM
:eek: lets hope u can fix it! keep me up to date!

11-03-2002, 11:30 PM
I've actually been tryign my hand at making one of these. It looks pretty decent so far, I've got it skinmapped (no skin though). Check it out and tell me what you think. [link] (http://users.chartertn.net/montrose/linked/wip.html)

I'm using this (http://users.chartertn.net/montrose/linked/boba_blaster.jpg) version as reference.

11-04-2002, 12:10 AM
I think it was from an unwrapping error. I will see if it is so.

11-04-2002, 02:14 AM
It is with the model. I tried the original fire, but no good. You many have done something that JK2 doesn't like.

11-04-2002, 02:33 AM
Wait! I think I fixed it. I will keep you up to date.

11-04-2002, 08:51 AM
Scothcy- ya thats his bigger rifle, for my fist model i thought id make his short range hand blaster! its a nice model by the way! r u usind 3dsm?

thewhiteraider- keep up the good work thanks again!

11-04-2002, 05:43 PM
hows it coming?

11-05-2002, 02:08 AM
I had it all done, but since the error I had to restart. I got most of it done though.

11-05-2002, 03:31 AM
Ok. I am done and about to test it. I hope it works. I will let you know how it comes out.

11-05-2002, 04:13 AM
Good news after much work and no sleep(It is 12:00 AM here as of now) It works. There are some in game issues that have to be fixed, but now you can start skinning. I will e-mail you the skin map and then the rest of the files when I get some of the tag problems fixed. Right now Kyle is shooting himself and holding the gun sideways.

Save the skin file as "briar_pistol.jpg" once you are done.

11-05-2002, 08:37 AM
thanks ill start skinning it! good luck!

11-05-2002, 03:59 PM
Oops I sent you the old skin map. I need to send you the new one. The difference is the new one allows you to add a glass texture to the ends of the scope. I will also send you a glm that you can see how your skin looks on the model.

11-05-2002, 06:32 PM
I can't send you the new stuff because your e-mail box if full right now. Clear some stuff so I can send the correct stuff.

11-05-2002, 06:42 PM
k its cleared send away!

11-05-2002, 06:59 PM
Yadu: I'm using 3dsmax 4.2. It's a beautiful proggie :)

I'd like to be able to make some weapon models, but I'm not sure how to set everything up. Is there a tutoral someone can point me to, or some general info that I need to know to make a gun. I have made sabers, but no weapons and I guess I just need to know how to 'do' the tags and other things that are different from saber making.

(Since there is a new forum specifically for WIPs, I assume that the modeling forum can be used for asking questions of this nature again.)

11-05-2002, 07:01 PM
i dont know how to do the tagging either, thats why my good buddy thewhiteraider is helping me! hey heres and idea why dont u make a tutorial for me thewhiteraider it could help both me and scotchy

11-06-2002, 03:36 AM
The only tag that is different from a saber is insted of tag_parent is it tag_weapon. Right now I am haveing a heck of a time getting somethings fixed. Currently I can't see the gun in first peron, but I can see it just fine in third person. So I am trying to figue what the heck is going on.

I would write a tutorial, but can't right now. Not a bad idea though.

11-06-2002, 07:40 PM
ive made a base skin now, ill get some screens up soon!

11-06-2002, 08:03 PM
uh, thewhiteraider the blaster faces backwards!

11-06-2002, 08:52 PM
In game or in mod view?

Will the problems ever end?

*Grabs Yadu's blaster and shoots himself.*


Anyways I need to know in game or in modview in order to fix it.

11-07-2002, 01:42 AM
Heh, kind of off topic, but I just thought I'd metnion that I downloaded your Jango Fett skin for the first time today, and it's great:D . Not only does it look good, but it supports an excellent framerate, much better than than the one from the Mandalorian Skin-Pack. :)

11-07-2002, 01:56 AM
I agree it is a nice skin, but please stay on topic.

11-07-2002, 02:48 AM
Hey Yadu. Don't worry about the gun faceing backward. You just worry about skinning it. It is pointed just right over here, but you can't see it in first person. I am working on it.

11-07-2002, 08:57 AM
also i think the blaster is a bit too small maybe u could make it bigger? ive made a base skin as ive said and im working on improving it!

-Raptor2001 thanks for the compliment:D

11-08-2002, 05:56 PM
Sorry for lack of response. My dad is redoing the breaker box so I had no power for a while. I will scale it.

11-08-2002, 11:13 PM
I scaled to a good size. The gun is invisible in first person and I can't figue out what is going on. Do you have your skin done yet?

11-09-2002, 10:49 AM
almost give like 2 days k? its not very good right now cause i cant really see it in the game so its hard but from what i see i need to cut down and the gray. itll be done soon!:D

11-09-2002, 05:05 PM
Ok. I found out that something I am doing is causing the gun to be invisible in first person view. One thing I was thinking is once you get the skin done maby we can use the default briar pistol and make it look like Boba's blaster. Though I will try to get this issue fixed we can use what I just said as a back up plan.

11-09-2002, 05:07 PM
k, ill get to the skin then, ive got what i think is a good one, im just about to test it!

11-09-2002, 07:11 PM
k i finished the skin, it looks ok but since the model is a bit too small and its backwards its hard to tell, thewhiteraider would u like to send me the updated .glm and if possible the .md3, it would help alot and i think i can get it to work if i zip it up differently!

11-11-2002, 01:05 AM
Sure I will e-mail it to you. I am still working on the md3, but the GLM is done.

11-11-2002, 07:22 PM
i just got the updated model and made the skin, im just about to test it in game and will get some screens up in about 10 minutes check for updates then!

11-11-2002, 08:10 PM
k here r those screens i promised!

Hellfire Jedi
11-11-2002, 08:20 PM
Nice screens of a non-skinned model tho i dont see any skinned

11-11-2002, 08:25 PM
what? its a whole page of pics of it skinned? try again!

11-11-2002, 09:36 PM
Good job on the skin. I will get the MD3 to you ASAP. I think I can see some thing that are a little off with my end, but other than that it is close to being done. Now that I have the skin I will see if I can work on getting the first person view to work correctly.

11-13-2002, 08:32 PM
how goes the coding thewhiteraider?

11-14-2002, 09:17 PM
I headache almost. Oh wait that is the from the smoke out side. My friends across the street are burning some stuff so I have not been able to work on it because of the smoke(It is awfull in the computer room for some reason). I will send you the files I have finished with . All I can do right now is use the default Briar pistol with your skin to get it to show up in first person. I will send the files when I can. Maby some time in the future I can fix it, but for right now I guess the temp fix will have to do. I did manage to get Kyle to hold the gun correctly(He was holding a little high on the handle.)

11-16-2002, 09:22 AM
thanks man! i dont suppose u'd be interested in skinmapping and tagging a new saber of mine would u? check it out in the modeling showcase forum!

11-16-2002, 10:53 AM
Originally posted by Scotchy
I've actually been tryign my hand at making one of these. It looks pretty decent so far, I've got it skinmapped (no skin though). Check it out and tell me what you think. [link] (http://users.chartertn.net/montrose/linked/wip.html)

I'm using this (http://users.chartertn.net/montrose/linked/boba_blaster.jpg) version as reference.


11-17-2002, 07:41 PM
I sent the files to you. I may be interested in helping you with your saber.

11-17-2002, 08:07 PM
great check out the WIP in the showcase forum!