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Messages - Slappy101

Pages: 1 [2]
16
Rhun / work in progress
« on: June 07, 2009, 11:17:20 AM »
I'm having some sort of problem, I imported the .obj and it's texture into BRF Editor and the mesh is all messed up. Here's a picture, I've never used BRF editor before so I'm not sure what to do.

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17
Rhun / work in progress
« on: June 02, 2009, 08:52:50 AM »
Okay, I'll try making high res textures for it instead.

Here's the next thing I'm working on, it's just a sword that could be used for the empire, or I might try making it into a rider's sword if I extend the blade and add jewels to the pommel. BTW, does anyone know if you can make reflective surfaces in M&B?

MayaScreenShot
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Render
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18
Rhun / work in progress
« on: June 02, 2009, 07:01:49 AM »
Does anyone know what the average texture size is for the Mount & Blade items? Will 1024x1024 be too much or should I just keep it at 512x512?

19
Rhun / work in progress
« on: June 01, 2009, 01:15:53 PM »
I finished doing the textures for my axe, it's fairly low-res (512x512) but I think it's fairly good for my first try.

In Maya
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In Maya with mesh
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Render
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20
Rhun / Special Feature
« on: June 01, 2009, 12:21:59 PM »
How 'bout a quest that you can take from Galbatorix (If you're part of the Empire) or from Islanzadi (If you're part of the Varden/elves/Surda) where you have to buy or search for that special ore from meteors used to create rider swords, then once you get the materials, you go to a master smith or Rhunon (according to faction) and you wait for 30 hours, then you get your rider's sword.

21
Rhun / work in progress
« on: June 01, 2009, 09:20:10 AM »
I haven't really done any texturing before so I'm looking up some texturing tutorials. I was hoping there was a way I could use the textures in Maya (solid fractals on lamberts) and just export them. So I'm going to spend some time looking up how to do texturing.

22
Rhun / work in progress
« on: June 01, 2009, 08:31:43 AM »
I decided not to finish the bow since I didn't want to have to do anything too complicated just yet (the string and animation), so I started working on this axe to continue brushing up on my modeling skill.

It could be used as either a dwarf or Urgal axe but I'm guessing it would be better as a dwarf axe since I'm going to have a lot of stone texture on it.

Maya Screenshot
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Render
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23
Rhun / Modeling Question
« on: May 31, 2009, 03:06:24 AM »
How should I export finished models with textures in Maya? I'm guessing I should just export it as a .obj but will the texture be included or should I include the texture file with the model?

24
Rhun / Special Feature
« on: May 30, 2009, 03:19:10 AM »
If you made a special battle of Carvahall, will Carvahall have it's own scene? If you could take one of the larger villages from Native and mod it so it has defenses from the book that would be cool (trees blocking the main roads with trenches behind them)

25
Rhun / finished stuff
« on: May 26, 2009, 01:07:43 PM »
I'm not sure if this is only for things like models, but this is a signature I made in photoshop for the mod


26
Rhun / work in progress
« on: May 26, 2009, 01:04:35 PM »
Hello, I'm new here and am starting to do some modeling of weapons. I'm using Maya 2008 and haven't done a lot of modeling (mainly scene set ups with rigs for fun) so this is my first attempt, but it's supposed to be a curved elven bow, I'll start working on the textures tommorow.

Vertices: 405
Edges: 783
Faces: 384
Tris: 798

Not exactly sure what the average rate is for most weapons but it seems fairly low-poly.

Mesh:
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Render (Not in-game)
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