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E-11 Blaster Rifle 1.22

   (18 reviews)

3 Screenshots

About This File

Imperial, standard issue, E-11 blaster rifle. Includes first person model and world model.

 

If you find more issues with the model, please send me a PM describing the conditions of the issue and I'll work on a fix.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 1.22

Released

  • 1.22
  • - Deleted an unused tga file from the pk3. If you already have version 1.21 and you know how to edit pk3 files, do not download the file again, just edit the pk3 and remove the e11_spec.tga file from the models/weapons2/blaster_r folder.
  • 1.21
  • - The shaders are now working. Added specular maps to all textures. The skin texture has a subtle glow stage to simulate subsurface scattering, but you need to have dynamic glow active for it to work.
  • - Fixed some minor UV issues.
  • 1.2
  • - Completely reworked the base texture of the gun. Added baked specular light and many more tiny mechanical details.
  • - The gloves texture has been darkened. I will change the arms for the jacket sleeves in the future.
  • 1.1
  • - New gun texture with a lot more detail than the initial release.
  • - Fixed many UV issues.
  • 1.0
  • - Initial Release
  • Known Issues:
  • - The world model may crash the game in some cases due to the polycount. In a future version, the world model will be optimized to avoid this issue. Apparently this only happens with the vainilla versions of Jedi Outcast or Jedi Academy.
  • - Minor UV glitches.
DarthValeria and yeyo JK like this

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Which tutorials do you mean? I wouldn't go as far as call myself a PBR artist yet, since I've only used Substance Painter to create a weathered down and scratched paint surface, which then I had to fix a lot because the procedurally generated wear and tear wasn't too accurate. The rest of the texture was made by me entirely in Photoshop for the exception of the diamond plastic pattern on the grip and the metal base texture. The rest of it was modeled from the start before Circa told me about your model. Have I known beforehand, I think I would've modeled a another gun instead of yet another E11, because yours looks great.

Well i thought you've looked at my saber tutorials here on JKHub, very easy ones even tho they were flagged as "hard". Would have given you a good intro for both modeling and texturing with Substance Painter alone - without Photoshop. At this point, i look at Photoshop as a general picture/texture editor and Substance Painter as a game-specialized software for texturing - you should get used to it, because you've got talent.

Corto likes this
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Well i thought you've looked at my saber tutorials here on JKHub, very easy ones even tho they were flagged as "hard". Would have given you a good intro for both modeling and texturing with Substance Painter alone - without Photoshop. At this point, i look at Photoshop as a general picture/texture editor and Substance Painter as a game-specialized software for texturing - you should get used to it, because you've got talent.

 

I'm learning Zbrush too on the side. While I don't find difficult learning new tools, I usually have a hard time making the transition. Once I'm comfortable with a tool (in this case Softimage and Photoshop, I stick to it even when I know it may not be the right tool for the job. For example, right now I use ArtRage for my digital painting, but it took me a long while to leave Photoshop. I still use Photoshop for texturing and image touching. But I clearly need to learn Substance Painter and Zbrush to complete my skill set. Thanks for the advice.

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I'm learning Zbrush too on the side. While I don't find difficult learning new tools, I usually have a hard time making the transition. Once I'm comfortable with a tool (in this case Softimage and Photoshop, I stick to it even when I know it may not be the right tool for the job. For example, right now I use ArtRage for my digital painting, but it took me a long while to leave Photoshop. I still use Photoshop for texturing and image touching. But I clearly need to learn Substance Painter and Zbrush to complete my skill set. Thanks for the advice.

No problem, you might also wanna look into the Zbrush alternative Autodesk Mudbox. Basically, Zbrush is more popular and generally more used by people but you can do everything in Mudbox that you can do in Zbrush, it just has a much nicer user-friendly UI. A lot is in the shortucts there tho.

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