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[Wipz] My Holiday Gift: New Model!


OdysseusB
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Hey guys!

I found myself with some free time for the first time in a couple of months (to think that finals week is when I finally get free time) so I decided that I should begin work on a new weapon model. After five minutes of pondering, I decided to with Soul Calibur from the game Soul Calibur II by Namco.

Screenshot1

Screenshot2

Screenshot3

It's going to be a bit high-poly for a weapon mesh (at least compared to my normal polycount - I believe it's actually lower than a lot of the better known weapon mods), but I think the quality makes it worth it.

I'm currently trying my hand at hand-painting all the textures. If I run into issues, I may end up using some reference photography I have. After this is done, I'll bring it into blender to generate normal maps and then throw it into Oblivion.

I do plan to release some more stuff if I can find time after January 9th - as it is I'm going to be lacking access to my 3D computer after this Saturday, so I won't be able to do much over my break.

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yeah that alpha of 2.5 is just awesome... though the nifscripts aren't yet supporting it (but they will soonish... a fair bit of api changes in blender need to be taken into account though)

Speaking of Max, as a quicker method for fixing up your collision exports to be nonstatic rather than blender import and reexport/manually changing with nifskope you might want to use PyFFI... has a nice new spell to do that very quickly. I'm also figuring out C and the max plugin code to see about fixing that properly for exporting from Max to support any col type.

... oh almost forgot: the weapon looks real nice, and I can hardly wait to play (ie slaughter mine enemies) with it.

Pacific Morrowind

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yeah that alpha of 2.5 is just awesome... though the nifscripts aren't yet supporting it (but they will soonish... a fair bit of api changes in blender need to be taken into account though)

Speaking of Max, as a quicker method for fixing up your collision exports to be nonstatic rather than blender import and reexport/manually changing with nifskope you might want to use PyFFI... has a nice new spell to do that very quickly. I'm also figuring out C and the max plugin code to see about fixing that properly for exporting from Max to support any col type.

... oh almost forgot: the weapon looks real nice, and I can hardly wait to play (ie slaughter mine enemies) with it.

Pacific Morrowind

Sweet, gonna have to try that out. Does it also fix the animation export issue? Otherwise I need to re-write the max exporter or something.

I mostly use blender just for normal map creation.

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  • 2 weeks later...

So there are a few things of news:

I fixed my installation of Blender and got the model exported. Yay! Unfortunately, the computers I can get access to can't run Oblivion, so unless there's a spare video card lying around, I can't shove it in game.

This may be a blessing in disguise, though. I had to resort to doing the normal and specular maps out here without a tablet, photoshop, or xNormal and I am not certain I'll be happy with the result as is. When I get back to my apartment I may completely re-work the specular map and finesse a few of the UVs, which should lead to a better image.

So my holiday gift is becoming more of a post-holiday gift. Oh well.

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  • 2 weeks later...

So my holiday gift is becoming more of a post-holiday gift. Oh well.

This is not a bad thing. I've always preferred to wait longer and get something better than getting something that ended up being rushed at the last minute because of a deadline. Take your time and release it when you feel it's ready. From the looks of it, it'll be well worth the wait. :D

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