PlaneShift

Fan Area => Fan Art => Topic started by: RayvenD on June 25, 2007, 10:16:38 am

Title: Weapon modelling
Post by: RayvenD on June 25, 2007, 10:16:38 am
Was bored so i thought i'd give modelling weapons a go. This took about 10 mins so it aint that great, i know the textures are really poor too, i just wanted to have a quick go before starting something more detailed, it's a basic long-bladed dagger.

(http://img.photobucket.com/albums/v238/RayvenSylver/dagger1.jpg)
Title: Re: Weapon modelling
Post by: rast on June 25, 2007, 05:09:59 pm
not bad for something that took 10 minutes :)

how many polys/tris has it got?

Also, can you get some bigger renders 'cos the one you've got is quite hard to see.
Title: Re: Weapon modelling
Post by: RayvenD on June 26, 2007, 01:44:25 pm
Here's another one i took a bit more time on. no texture yet. Oh and i'll check on the polycount and get some renders of the first one.

(http://img.photobucket.com/albums/v238/RayvenSylver/knife1.jpg)


*edit....fixed proportions somewhat

(http://img.photobucket.com/albums/v238/RayvenSylver/knife2.jpg)
Title: Re: Weapon modelling
Post by: Karyuu on June 26, 2007, 07:08:59 pm
Try smoothing the blade and the spikes to get rid of that polygonal look. That grip though looks pretty awkward - it makes the whole thing strictly decorative. Using the bevel tool is fun, but I think you overdid it there :p
Title: Re: Weapon modelling
Post by: RayvenD on June 27, 2007, 03:59:06 am
there's a bevel tool? LOL i was just messing on belender

edit: another one i did, much happier with this one.

(http://img.photobucket.com/albums/v238/RayvenSylver/newdagger.jpg)

edit2: more detail

(http://img.photobucket.com/albums/v238/RayvenSylver/newdagger1.jpg)

edit3: finished

(http://img.photobucket.com/albums/v238/RayvenSylver/newdagger2.jpg)

edit4: started on a sword

(http://img.photobucket.com/albums/v238/RayvenSylver/sword.jpg)

edit5:didnt want to add too much to the sword so i just did this

(http://img.photobucket.com/albums/v238/RayvenSylver/sword2.jpg)
Title: Re: Weapon modelling
Post by: Feline Prince on June 27, 2007, 05:01:39 pm
blimey, you could take someone's eye out with that.
Title: Re: Weapon modelling
Post by: RayvenD on June 28, 2007, 01:37:27 pm
Stilletto dagger a la 17th century

(http://img.photobucket.com/albums/v238/RayvenSylver/stilletto.jpg)

edit:another sword, just a quick one

(http://img.photobucket.com/albums/v238/RayvenSylver/basicsword.jpg)

edit2: a basic medieval spear

(http://img.photobucket.com/albums/v238/RayvenSylver/spearbasic.jpg)
Title: Re: Weapon modelling
Post by: RayvenD on June 29, 2007, 05:21:39 pm
I was wondering if anyone fancied texturing any of these for me. If so let me know which ones and i'll send the files needed.
Title: Re: Weapon modelling
Post by: Karyuu on June 29, 2007, 07:22:42 pm
Would you be interested in modeling some of these as low-poly objects we can use in the game? The triangle count would have to be below 300, but things like spears, halberds (anything but more swords :D), would be nice to have.
Title: Re: Weapon modelling
Post by: RayvenD on June 30, 2007, 06:18:13 am
most ef them are low poly already. but yeah give me a list of what weapons are needed and i'll have a go.
Title: Re: Weapon modelling
Post by: Karyuu on June 30, 2007, 06:30:11 am
No list at the moment, just do something creative and unusual ;)
Title: Re: Weapon modelling
Post by: RayvenD on June 30, 2007, 06:35:43 am
ok, will do. Isn't there some rule about not showing things if they are going in game? if so i can send them somewhere else. I'll look in the "combat" skills tab and see what there seems to be lack of weapons for.
Title: Re: Weapon modelling
Post by: Karyuu on June 30, 2007, 06:52:15 am
I'm trying to get the rule changed :) I wouldn't worry about posting these right now, but if you're really worried, you can always send me a PM or email.
Title: Re: Weapon modelling
Post by: RayvenD on June 30, 2007, 07:11:23 am
Ok that's cool. I'm not too fussed whether what i model goes in game or not to be honest, i just didnt want to do something which u could use (and therefore add more to the game) and post it in here making it un-usable.



(http://img.photobucket.com/albums/v238/RayvenSylver/flangedmace.jpg)

edit: got a little creative with this one. not sure on it myself

(http://img.photobucket.com/albums/v238/RayvenSylver/berzerkermace.jpg)

edit: modelled an accurate medieval war hammer (one handed)

(http://img.photobucket.com/albums/v238/RayvenSylver/warhammer.jpg)

edit: Pike

(http://img.photobucket.com/albums/v238/RayvenSylver/Pike.jpg)
Title: Re: Weapon modelling
Post by: rast on June 30, 2007, 11:42:28 am
I will have a go at texturing a couple of these if you want  :) (not that my texturing skills are particularly amazing - i can UV map everything though and add some detail)

PM the .blend files or post them here =)
Title: Re: Weapon modelling
Post by: Ice_Stovo on June 30, 2007, 11:43:44 am
You should turn off "set smooth" on the blades of the second mace. It will look more natural.
Title: Re: Weapon modelling
Post by: RayvenD on June 30, 2007, 11:56:20 am
Thanks for the advice :) And rast, i'll have a look through the ones i've done and send you a couple.



(http://img.photobucket.com/albums/v238/RayvenSylver/Lochaberaxe.jpg)



(http://img.photobucket.com/albums/v238/RayvenSylver/studdedmace.jpg)


(http://img.photobucket.com/albums/v238/RayvenSylver/clubmace.jpg)


(http://img.photobucket.com/albums/v238/RayvenSylver/Fork.jpg)
Title: Re: Weapon modelling
Post by: Karyuu on June 30, 2007, 07:43:04 pm
Yum yum! UV map these babies and send 'em over :) You'd have to reduce the count of the club mace though - maybe get rid of the grooves of the handle.
Title: Re: Weapon modelling
Post by: Raleigh on June 30, 2007, 08:29:47 pm
Great stuff! Now just make good a crossbow, a short bow and a longbow, and then all that will remain to implement ranged weapons will be the coding! :D
Title: Re: Weapon modelling
Post by: RayvenD on July 01, 2007, 01:40:13 pm
Melee claw weapon, for those times when a pesky tall bugger comes to disturb your drinking with a sword in his hand ;)


(http://img.photobucket.com/albums/v238/RayvenSylver/meleeclaw.jpg)

and not to leave the magic users out, a crystal wand



(http://img.photobucket.com/albums/v238/RayvenSylver/crystalwand.jpg)
Title: Re: Weapon modelling
Post by: Piemont on July 01, 2007, 04:05:59 pm
offensive weapon for short range,maybe its required:)

(http://img220.imageshack.us/my.php?image=weapontl6.jpg)

http://img220.imageshack.us/my.php?image=weapontl6.jpg
Title: Re: Weapon modelling
Post by: RayvenD on July 01, 2007, 04:39:38 pm
Piemont, i'm not sure if you realise but this isnt a thread of things that're goin in the game. I'm just posting pictures of attempts at different weapons. If you want to submit your model to the game i'd get in touch with a developer 'cause it looks pretty nice :)

For the keen young footpads a silent but deadly blackjack club


(http://img.photobucket.com/albums/v238/RayvenSylver/blackjack.jpg)

And for those moments when a kran is bullying you out of your digging spot ;) An ironshod staff


(http://img.photobucket.com/albums/v238/RayvenSylver/ironshod.jpg)
Title: Re: Weapon modelling
Post by: Karyuu on July 01, 2007, 06:11:52 pm
Dangit, export these correctly and give me an email poke :) Did you get my last message about the .OBJs? For some reason they aren't loading in max. Perhaps some Blender folks here can mention how to correctly export .OBJs so that they work in other applications. These look too good!
Title: Re: Weapon modelling
Post by: RayvenD on July 01, 2007, 06:20:28 pm
Just read your message. I'm not sure what i'm doin wrong as i've never used max at all. It'd help if i had max to check the files on before i send them i guess. Anyone with blender have any ideas what i need to change on my options?
Title: Re: Weapon modelling
Post by: Karyuu on July 01, 2007, 08:14:42 pm
For the readers/lurkers: issue seems to be fixed now :]
Title: Re: Weapon modelling
Post by: RayvenD on July 01, 2007, 08:25:40 pm
Well i'm an idiot and was counting the polys with quads not triangles, so here's a simplified studded mace.

polycount : 286

(http://img.photobucket.com/albums/v238/RayvenSylver/studdedmace2.jpg)

if you want to see the beautful original then i'll leave it in the thread, same with all the other ones that follow haha.

polycount : 288

(http://img.photobucket.com/albums/v238/RayvenSylver/ironshod2.jpg)

polycount:300

(http://img.photobucket.com/albums/v238/RayvenSylver/meleeclaw2.jpg)

polycount: 300

(http://img.photobucket.com/albums/v238/RayvenSylver/clubmace2.jpg)

polycount : 216

(http://img.photobucket.com/albums/v238/RayvenSylver/blackjack2.jpg)
Title: Re: Weapon modelling
Post by: Nikodemus on July 01, 2007, 10:27:21 pm
now texture itz \o/ hehe ptobably wont go that fast /o\
Title: Re: Weapon modelling
Post by: RayvenD on July 01, 2007, 10:59:55 pm
You texture it :P

Ok nearly modified all of them to be  300 or less now  ::)

polycount: 278

(http://img.photobucket.com/albums/v238/RayvenSylver/flangedmace2.jpg)

polycount: 300

(http://img.photobucket.com/albums/v238/RayvenSylver/Fork2.jpg)

polycount: 300

(http://img.photobucket.com/albums/v238/RayvenSylver/Pike2.jpg)

polycount: 280

(http://img.photobucket.com/albums/v238/RayvenSylver/crystalwand2.jpg)

i'll have the lochaber done soon, and the warhammer was fine as is thank laanx

edit: and just because i felt sorry for the non violent types ;) a "weapon" for the artist in us all. a simple lute :) (will require detail in texture to look good though i think)

polycount: 116

(http://img.photobucket.com/albums/v238/RayvenSylver/lute.jpg)

And what the hell, for the budding young composer a penny whistle :P

polycount: 94

(http://img.photobucket.com/albums/v238/RayvenSylver/pennywhistle.jpg)
Title: Re: Weapon modelling
Post by: fabpupuce on July 02, 2007, 12:25:52 am
HAMMERS ! HAMMERS ! HAMMERS ! HAMMERS !  \\o//
Great job !
I want HAMMERS !

Oh, by the way, did I tell you that I'm expecting some... HAMMERS !!

... sorry...  :-[
Title: Re: Weapon modelling
Post by: RayvenD on July 02, 2007, 12:27:24 am
go to the first page in the thread, there is a war hammer there
Title: Re: Weapon modelling
Post by: Nikodemus on July 02, 2007, 12:28:13 am
You texture it :P
Can't do it, not enough data ;P
Title: Re: Weapon modelling
Post by: RayvenD on July 02, 2007, 12:51:01 am
Unfortunately it has a relatively high polycount at 368 but here's a recurve hunting bow.

(http://img.photobucket.com/albums/v238/RayvenSylver/recurvebow.jpg)
Title: Re: Weapon modelling
Post by: Karyuu on July 02, 2007, 12:52:49 am
Sacrifice the round quality. A small item like that, especially when textured, can look around even if it only has 5 sides.
Title: Re: Weapon modelling
Post by: RayvenD on July 02, 2007, 01:02:52 am
I'll probably just model another bow, that one took all of 5 mins. I'm experimenting with different ways of modelling bows to find one i like. I'm big into archery IRL so i want to do justice to the bow.
Title: Re: Weapon modelling
Post by: Entevir on July 04, 2007, 10:34:04 pm
That bow seemed extremely unusable to me.If i would take it in hand it looked like the string would be at my wrist.And as anyone who has shot a bow can imagine that would be uncomfortable.Other than that though its pretty good.You seem to have a knack for polearms.Especialy loved the highpoly two-sided mace.
Also could you model a lute.Its one of those old guitar like instruments most often used by bards.That would be awesome to have ingame.
Title: Re: Weapon modelling
Post by: RayvenD on July 05, 2007, 12:02:24 am
Already modelled a lute, and actually that bow is unstrung. I dont know if you know but a bow changes shape when you string it. That's modelled on a recurve bow I own which at the time had no string on it :P
Title: Re: Weapon modelling
Post by: Ken Jiang on April 26, 2010, 07:51:03 am
anyone here works as freelancer weapon modelers ? I have project which requires a good weapon modeler. can earn some $$$  O--)

Title: Re: Weapon modelling
Post by: sharj on May 03, 2010, 10:40:27 am
I dont mind the bow actually. if it could be coded in to have mesh changes for like /draw sword and /sheath sword so you can have you sword displayed on your model as sheathed, and of course when you enter a combat stance it automatically draws them. and then /unstring bow   

do dwarves in planeshift follow the typical fantasy stereotype of having access to blackpower? if so maybe they can use this:
(http://i286.photobucket.com/albums/ll104/johnbobunflushable/cannon1.png?t=1272875863)