Blood Berry Beam Katana (WIP sort of) -1 reply

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I didn't make it!

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#1 9 years ago

Well, since NMH : DS was announced, and seeing as ever since i played the first gmae I've REALLY wanted a Blood Berry beam katana in JKA i figure I'd try and take a crack at modeling it. This is my first model, and idk if it will come out to anything. And it's still a WIP, so i dunno how it'll work out. I got somewhat stuck as to how to get the side part of the katana done right, so I figure i might come and ask you guys for some assistance. ANWAYS, here's a reference pic. beam_katana.jpg And here is my progress, bear in mind i'm focusing on the one on the left. It's a very ROUGH WIP, and I'm still learning about 3ds/Gmax. asdf1234.jpg General hilt area. Tomorrow perhaps I will get the side part done. Workin on trying to get that circle smaller. Is there a way to import 3ds files into gmax? 3ds is alot easier to work with for me at any rate.




Follower of Kane

GF Pwns Me!

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7th April 2009

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#2 9 years ago

Well, that's better than anything I've ever modeled




Authuran

Queef Richards

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2nd October 2005

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#3 9 years ago

Wait, is that a lightsaber or something? cuz I see laser in that picture...




Pande

Sexeh like teh gizmo

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9th April 2008

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#4 9 years ago

gl getting the entire thing done at the same rate of vertex use and staying under the 1024 vertex limit. :s

just that little handle bit is over poly for a weapon, your going to run out fast.




.Raschu.

Teh JK2 player

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8th August 2008

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#5 9 years ago

You might wana use less sides on those cylinders and that 'ball' (6 to 8 is enough for the jka engine to look smooth ingame).

also the upper part of the hilt (starting with that 'ball') looks a bit to thick if you compare it with the reference picture.




.Raschu.

Teh JK2 player

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8th August 2008

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#6 9 years ago

Meh the edit button is gone <_<

anyway, that picture kinda inspired my to give it a try myself.

beamkatana.png (it's just a wip, the mid piece + the ball)

As you can see, it just takes one cylinder to get an accurate (at least imo) result. But perhaps I'm wrong since I never played that game, I just like that picture you posted. Also everything will round up when the model is skinned, it's kinda an optical illusion thing.




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#7 9 years ago

That looks pretty good. Hm... The hardest part to me would be getting that giant rod thing alongside the saber right. And some of the wires near the base of the hilt will be probmatic. At least for a new modeler. Six to Eight smooth enough for JKA? Thanks, that might help with keeping the poly count down. Yea, it's already been slightly edited, the bottom of the little hilt part looks slightly more accurate. How would i pull up that poly count?




.Raschu.

Teh JK2 player

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8th August 2008

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#8 9 years ago
Allanon_One;4906736That looks pretty good. Hm... The hardest part to me would be getting that giant rod thing alongside the saber right. And some of the wires near the base of the hilt will be probmatic. At least for a new modeler. Six to Eight smooth enough for JKA? Thanks, that might help with keeping the poly count down. Yea, it's already been slightly edited, the bottom of the little hilt part looks slightly more accurate. How would i pull up that poly count?

The giant rod part could be just a stretched out box, the wires down won't be that detailed cause of the JK3 engine, you could try to use the skin for that, I mean just 'paint' them on it, the bevel function in photoshop could make it look 3d-ish, anyway I think those wires are not really a detail to worry about with the q3 rendering.

I'm still a starting modeller myself, but I think the key to a low poly count and high detail is to make use of the optical illusions (for example making curves just by using the 'bevel' effect in photoshop) that skins can do, most detail must come from the skin file instead of the model, so try to work with low side and segment counts and try think about how you will later skin the model while working on it in 3ds max. Also try to get rid of surfaces that no one sees, for example the end of tubes that are not visible because another model is put over it.

That poly count is a function that can be found in the 'more' list by the hammer icon. (I'm using 3ds max, I dunno if that is the same in gmax).




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#9 9 years ago

oh so you can use 3ds? That's better than Gmax. How would you export from 3ds to an md3?




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#10 9 years ago

The edit button has indeed gone away! D:< Sorry for dooobley posting. Well, i moved over to 3ds max. There's a few shapes that make this project easier anyway, like the hose! <3 the hose. asdf12345.jpg And Raschu, i looked under More where the hammer was at, and looked for Poly Count but there wasn't anything there. Are you using a different version of 3ds max? I'm using 09. Also, that sphere isn't......sphere like anymore, i brought down the segments and smoothness down by alot, so now it looks more like yours-ish.




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