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Old 08-11-2009, 07:15 PM   #41
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Originally Posted by TriggerGod View Post
Its slightly more detail than a MS Paint job. Its still a lack of detail though.
Granted, though not by much. Gradient and brush metal as you mentioned would be a large improvement. Canderis should also consider faux-bumpmapping the lettering, as well.



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Old 08-11-2009, 07:46 PM   #42
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It actually was brushed metal. It is just a prototype hilt as it is my experementing with 3ds max's modeling and mapping capability's. It also was my attempt to make the texture from scratch.




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Old 08-18-2009, 07:02 PM   #43
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Show spoiler


New hilt, Bloodlust




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Old 08-18-2009, 08:47 PM   #44
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Looks awesome canderis, love how you made it look battle damaged, that'll look great in-game.


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Old 08-18-2009, 08:48 PM   #45
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By far your best hilt so far. Hell your best model period so far. Can't really think of any suggestions at the moment.


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Old 08-18-2009, 08:50 PM   #46
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More pics of the hilt and a new robe to go with it:
Show spoiler




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Old 08-18-2009, 11:23 PM   #47
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Sweet! You could lighten the hood texture a little but other than that: Two thumbs up!

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Old 08-18-2009, 11:26 PM   #48
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The hood is from my hood mod and is not with this one. Yet. I may make a special hood for this.




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Old 09-06-2009, 01:34 PM   #49
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UPDATE: Well to improve my modeling skillz some more I decided to model a new area again. This time using the wonders of 3ds max. I got complements from trigger-god on it, and thats pretty rare for me, so I think its good.

Show spoiler


Again, you guys won't know whats its for, for a little while.




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Old 09-06-2009, 01:35 PM   #50
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Wow, that looks amazing.


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Old 09-06-2009, 02:08 PM   #51
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Its a good honest start!

Can't expect you to do super models from the get go
If you keep doing it, you'll get there.

TG started "noobish" aswell and has improved greatly, though you need to do it a lot
and be willing to learn.

So I'dd say don't focus on Kotor modding only for your 3D, follow a tutorial somewhere from the net, to get some more understanding of the whole change CUBE into god awesome model


TIQUILAAAAAAAA
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Old 09-06-2009, 02:08 PM   #52
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kashyyk maybe? it looks like an area from battlefront



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Old 09-06-2009, 03:25 PM   #53
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Looks awesome! I can't wait to get that area when it's released.
I love the mountains, the water, the grass.... likely all.



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Old 09-07-2009, 12:52 AM   #54
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I am currently working on a hilt pack with a Sith saber, a Jedi saber, and a neutral saber.

The Jedi one is done... Mostly. I just need to detach and export. Here it is:

Show spoiler




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Old 09-07-2009, 02:05 AM   #55
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Excellent. I can't wait to see these ingame.

Perhaps you can add some shine to these hilts?


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Old 09-07-2009, 02:09 AM   #56
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Shine is in the TXI file, and that will not show up in renders but will ingame.

Neutral hilt:

Show spoiler




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Old 09-07-2009, 03:25 AM   #57
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Quote:
Originally Posted by Canderis View Post
UPDATE: Well to improve my modeling skillz some more I decided to model a new area again. This time using the wonders of 3ds max. I got complements from trigger-god on it, and thats pretty rare for me, so I think its good.

Show spoiler


Again, you guys won't know whats its for, for a little while.
ewoks!
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Old 09-07-2009, 03:31 AM   #58
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Sith Saber
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Old 09-07-2009, 10:17 AM   #59
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These are very nice!! Keep up the good work






Last edited by Rinku; 09-07-2009 at 10:54 AM.
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Old 09-07-2009, 10:41 AM   #60
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I agree with Padwon, nice work Canderis.

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Old 09-07-2009, 10:50 AM   #61
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Yes, I am that fast. Its not as hard as everyone thinks to get these ingame.




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Old 09-07-2009, 10:55 AM   #62
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Very nice! Can't wait for the release!

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Old 09-07-2009, 11:39 AM   #63
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Quote:
Originally Posted by Canderis View Post
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Yes, I am that fast. Its not as hard as everyone thinks to get these ingame.
Yep.. It takes maybe 5 minutes and usually works on the first try (at least for me now, in the beginning it took a lot of trial and error), but its a frigging boring thing to do Thats why most of my models never get in-game...


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Old 09-07-2009, 11:43 AM   #64
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Next hilt done:
Show spoiler




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Old 09-07-2009, 12:01 PM   #65
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Well, I see your spamming hilt models, they're nice and simple, though one gripe.

The texure is rather very very simple, perhaps you can focus and put some extra time and effort to make it more nicely.

Now, IMO, it shows that has been a 5 minute job, because there was no "real effort" put into them.

Other then that, I would say keep making stuff!

EDIT: Here two shots of Hilts I once did, the model itself isn't complicated. Think it took me an hour or 2 to make them and UVW map them.
It took me another 2 hours or so to do the texture. You can really give more character to hilt that way, IMO.

Show spoiler


TIQUILAAAAAAAA

Last edited by Quanon; 09-07-2009 at 12:06 PM.
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Old 09-07-2009, 12:03 PM   #66
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I rather like these hilts. Maybe you could add a shader effect to them?

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Old 09-07-2009, 04:50 PM   #67
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Based off of Q's saber textures comes:

Show spoiler


It is 100% mine in terms of files and textures.




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Old 09-07-2009, 04:52 PM   #68
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That is awesome! But it might look a little better with a slight metallic shine.

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Old 09-07-2009, 05:00 PM   #69
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Very cool saber.


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Old 09-07-2009, 05:11 PM   #70
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Quote:
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That is awesome! But it might look a little better with a slight metallic shine.
It would have a metallic shine in game. The way 3ds Max processes alpha channels... isn't really good TBH. If he added the alpha channel, than rendered it in 3ds, it would look brighter than it should be.

So, in other words, the 3ds max render isn't the final render, it just shows what it looks like sans the shine. KOTOR's engine doesn't let you use spec maps, bump maps, and other stuff modern games can support, all of which 3ds can show.
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Old 09-07-2009, 07:52 PM   #71
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2nd to last one for the pack




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Old 09-08-2009, 05:20 AM   #72
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Quote:
Originally Posted by Canderis View Post
Based off of Q's saber textures comes:
It is 100% mine in terms of files and textures.
Thats more like it

Looks like an "evil" saberhilt!


If your using 3Ds Max, you can add a little Spec&Gloss, it should fake the metallic shine of the game a bit.

Well depending on how you set it ofcourse, if you want, I could write up some tips to make nice render shots. If you're interested ofcourse.


TIQUILAAAAAAAA
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Old 09-08-2009, 07:42 AM   #73
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Quote:
Originally Posted by Quanon View Post

If your using 3Ds Max, you can add a little Spec&Gloss, it should fake the metallic shine of the game a bit.

Well depending on how you set it ofcourse, if you want, I could write up some tips to make nice render shots. If you're interested ofcourse.
That would be great Q, thanks!




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Old 10-04-2009, 01:56 PM   #74
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New area for a friend. My other areas are having export problems. Most likely due to filesize.

NOTE! These are BIG pictures (2000X2000)

Pic 1
Pic 2





Last edited by Canderis; 10-04-2009 at 04:21 PM.
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Old 10-05-2009, 10:55 AM   #75
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Seems like a pretty area.


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Old 10-08-2009, 09:48 PM   #76
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Well I finally got around to scrounging up some of my old, random reskins. Some I will release, some I won't.

This ones a link as its really big.
http://a.imagehost.org/view/0860/revanskin001

Show spoiler


Show spoiler


Show spoiler




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Old 10-09-2009, 01:30 AM   #77
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The only ones i'm not too crazy about is the Revan skins.

The other two are Very nice.


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Old 10-09-2009, 12:32 PM   #78
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Having been in the Army for 6 years I'm not a fan of the camo, but it's a good job! I agree with Darth Payne, however. The Revan skin is missing something. Oh and the top one rocks it.

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Old 10-09-2009, 04:07 PM   #79
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Have to agree, with the others, the Revan robe is just yells: 5 second click Filter job mashed together.
Well rather hue/ colour job, some tweaked levels; but it just falls "flat".

The Camo and the other armour, now that's going in the right direction!
I'dd say for the black armour, bring in a white or another colour to break it up.

I find that pure dark black skins look a bit boring fast, IMO.
So bringing in a "contrast", just on few spots can "do it".

Anyway, your modding has improved nicely Candy


TIQUILAAAAAAAA
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Old 10-25-2009, 12:02 AM   #80
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For an upcoming project:




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