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-   -   [WIP] Blasters of The Old Republic (BlasTOR) (http://www.lucasforums.com/showthread.php?t=211449)

scramjetbooster 11-16-2012 08:11 AM

Blasters of The Old Republic (BlasTOR)
 
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/showt...96#post4987896
Sniper rifle: http://www.swtor.com/community/showt...35#post5018635
Assault cannon: http://www.swtor.com/community/showt...53#post5018653

What I've done - no textures yet:
11/16/2012 - Rifle (See reference: 2nd last row, no.2 from the right)
Show spoiler


11/17/2012 - Rifle (See reference: 3nd row, 1st from the right)
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11/19/2012 - Rifle (Longer barrel, See reference: 3nd row, 1st from the right)
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11/19/2012 - Pistol (See reference: 3rd row, far right
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11/19/2012 - Pistol [Alternate Version, longer barrel, less bulky-looking]
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20/11/2012 - Pistol (See reference: 5th row, 4th from the right
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20/11/2012 - Pistol (See reference: 1st pistol
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........
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.
........

SimonKTemplar 11-16-2012 10:36 AM

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.

scramjetbooster 11-16-2012 06:02 PM

Quote:

Originally Posted by SimonKTemplar (Post 2823230)
Just add an 's' on the end. Republic Armaments :)

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

Quote:

Originally Posted by SimonKTemplar (Post 2823230)
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 (Post 2823230)
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..

Darth InSidious 11-16-2012 06:19 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. :)

scramjetbooster 11-17-2012 04:40 AM

Thx.. currently working on the second one..

EDIT: Done.. working on the third.... See first post

Sith Holocron 11-17-2012 09:58 AM

Quote:

Originally Posted by scramjetbooster (Post 2823292)
Thx.. currently working on the second one..

EDIT: Done.. working on the third....

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

Canderis 11-17-2012 11:54 AM

Check first post SH

Shaggoth 11-17-2012 11:58 AM

wohooow!!!!

SimonKTemplar 11-17-2012 12:19 PM

Quote:

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.

scramjetbooster 11-17-2012 04:46 PM

Quote:

Originally Posted by Sith Holocron (Post 2823309)
Might we see pictures of each model as each one is done . . . if you wouldn't mind?

Quote:

Originally Posted by Canderis (Post 2823316)
Check first post SH

Sorry, I should've been clearer...

Quote:

Originally Posted by SimonKTemplar (Post 2823319)
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...

DarthParametric 11-18-2012 01:40 AM

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.

SimonKTemplar 11-18-2012 02:32 PM

Quote:

Originally Posted by DarthParametric (Post 2823347)
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.

scramjetbooster 11-18-2012 09:45 PM

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..

SimonKTemplar 11-18-2012 10:20 PM

Quote:

Originally Posted by scramjetbooster (Post 2823382)
UPDATED: 11/19/2012 - Pistol (See reference: 3rd row, far right
Show spoiler


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.

scramjetbooster 11-18-2012 10:35 PM

Hehe. You're right... It's looking kinda bulky.. I just noticed it now that I compared it to the ref image

Canderis 11-18-2012 11:15 PM

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.

scramjetbooster 11-19-2012 12:44 AM

Sure!

Quote:

Originally Posted by Canderis (Post 2823388)
Great work so far! Very clean models.

And thanks..!

Qui-Don Jorn 11-19-2012 12:56 AM

Quote:

Originally Posted by DarthParametric (Post 2823347)
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.

SimonKTemplar 11-19-2012 01:53 AM

Quote:

Originally Posted by Kuai-Donn Jorn (Post 2823391)
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.
Show spoiler

scramjetbooster 11-19-2012 01:54 AM

Quote:

Originally Posted by Kuai-Donn Jorn (Post 2823391)
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]
Show spoiler

SimonKTemplar 11-19-2012 02:18 AM

Much better! Now it's optimized-like.

scramjetbooster 11-19-2012 02:43 AM

Quote:

Originally Posted by SimonKTemplar (Post 2823398)
Much better! Now it's optimized-like.

Thx..

Quote:

Originally Posted by SimonKTemplar (Post 2823395)
... 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)
Show spoiler

Zhaboka 11-19-2012 03:57 AM

Gorgeous!

scramjetbooster 11-19-2012 08:49 PM

UPDATE!

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

JediRevan001 11-19-2012 11:17 PM

Quote:

Originally Posted by scramjetbooster (Post 2823427)
UPDATE!

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

Looks amazing!

scramjetbooster 11-20-2012 05:58 AM

Quote:

Originally Posted by JediRevan001 (Post 2823435)
Looks amazing!

Thx..

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

Canderis 11-20-2012 07:20 AM

Quote:

Originally Posted by scramjetbooster (Post 2823447)
Thx..

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

Sweet! Beautiful!

scramjetbooster 11-27-2012 06:49 AM

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..
http://imageshack.us/a/img152/2138/shelmwhoohoo2.th.png

http://imageshack.us/a/img51/217/she...hooglow.th.png


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