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Lyrion's WIP Qu-Rhan


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Posted

 

Here's my WIP Qu-Rhan Hilt that I'm slowly working on, also simple ArtWork stuff.

 

This is my first 3DS max project, started 2 days ago.

 

I plan to polish and optimise it as i'll learn more, more and more! Hopefully I'll be able to adapt it to the old JKA engine without too big of a quality decrease along the way!

 

FkytoeZ.png

 

 

This version is currently sitting at 40k polis and 40k tris, 20k vert.

So... yeah, huge optimisation work that i'll have to do.

 

My lowest, but ugliest prototype sitted at 3.5k, while my most decent prototype at 6.5k-ish.

 

I'm confident I'll eventually get to the sweet spot!

 

Wish me luck!

 

I'd also like to thanks Rooxon, among others for the help they provide to me.

 

Edit: How in the fuck do I upload fat pictures from my PC in here lol, i'll have to keep that small little picture up there until I figure that out

Posted

Ah nice, looks like a good start. You need to upload your images elsewhere. Imgur is very popular among the people here.

 

Advertising: Check the Dark Forces II Mod sub forum. Could be of your interest. :P

Droidy365 and Lyrion like this
Posted

Ah nice, looks like a good start. You need to upload your images elsewhere. Imgur is very popular among the people here.

 

Advertising: Check the Dark Forces II Mod sub forum. Could be of your interest. :P

I personally like to use https://imgbb.com/ as I don't need an account.

 

Nice sabers, by the way.

Lyrion likes this
Posted

same with imgur ;)

 

That looks like a solid start for your highpoly base @@Lyrion

Imma be honest..... I couldn't navigate to the upload button on imgur :D

 

But anyway, we'd better stop talking about this in here XD

Posted

Thanks a whole lot guys! I’m so happy you guys appreciate my work, it’ll make a change from mb2 forum into which I keep getting bullied every time I post something

 

 

 

Ideally, i sure want low polis models so that I can use, and share it for people to play with inside the game! But I wasn’t aware of any of these polis/tris details limitations about JKA engine when I started building, Im still not even sure what is the roof and the floor.

 

A dev told me that, tris wise, currently my most detailed hilt is bigger then the most played map DOTF V2! I found that a slight funny, but it also saddens me to know I probably cant export that current model in game, without huge optimization.

 

Altho, I’ve successfully optimized a prototype that look about the same, still real nice at 6.5kish polis and tris, but they said JKA couldn’t handle that either...

 

*salt slowly rising*

 

 

 

I need your help guys, to understand optimization, but also for another detail!

 

If someone could grab fews of the most detailed hilt, Orgus Din, Ezra (im guessing) made by Rooxon, and or any more detailed hilt, and give me exact polis, tris and vert count, it’ll give me an approximation of the roof I can work with!

 

Im pretty sure that his hilts are bigger then 1k polis and tris, since the shitty hilt which I’ve managed to import, (which is also the one I’m trying to replace), MB2 Qu-Rhan, has a count of 900 ish.

 

I’d do it my self, but I m not yet experienced enough with files stuff, so i would be quite happy if you guys could help me for that!

 

Edit: Also, please, if anyone nice enough for the count, grab a very detailed staff if possible since they are bigger and tend to have couple details

 

I really need a roof approximation to know how to build in consequence

ooeJack likes this
Posted

Imma be honest..... I couldn't navigate to the upload button on imgur :D

 

But anyway, we'd better stop talking about this in here XD

Its a big green button at the top of the home page. How did you miss that? xD

 

 

 

Anyway, the saber looks great so far. Nice work.

ooeJack, Droidy365 and Lyrion like this
Posted

Thanks a whole lot guys! I’m so happy you guys appreciate my work, it’ll make a change from mb2 forum into which I keep getting bullied every time I post something

Ideally, i sure want low polis models so that I can use, and share it for people to play with inside the game! But I wasn’t aware of any of these polis/tris details limitations about JKA engine when I started building, Im still not even sure what is the roof and the floor.

A dev told me that, tris wise, currently my most detailed hilt is bigger then the most played map DOTF V2! I found that a slight funny, but it also saddens me to know I probably cant export that current model in game, without huge optimization.

Altho, I’ve successfully optimized a prototype that look about the same, still real nice at 6.5kish polis and tris, but they said JKA couldn’t handle that either...

*salt slowly rising*

I need your help guys, to understand optimization, but also for another detail!

If someone could grab fews of the most detailed hilt, Orgus Din, Ezra (im guessing) made by Rooxon, and or any more detailed hilt, and give me exact polis, tris and vert count, it’ll give me an approximation of the roof I can work with!

Im pretty sure that his hilts are bigger then 1k polis and tris, since the shitty hilt which I’ve managed to import, (which is also the one I’m trying to replace), MB2 Qu-Rhan, has a count of 900 ish.

I’d do it my self, but I m not yet experienced enough with files stuff, so i would be quite happy if you guys could help me for that!

Edit: Also, please, if anyone nice enough for the count, grab a very detailed staff if possible since they are bigger and tend to have couple details

I really need a roof approximation to know how to build in consequence

I see you are new to the Jkhub! Welcome!

 

Nice model here! You can always make low poly model under the high poly and later bake textures. I am not sure how exactly you make this model but i see you have a lot of trouble with optimazing the model

 

Yeah i must say that community on MB2 is a little .. harsh.

I uploaded some new stuff here too and at first i have very nice comments under my work. But i saw many topics where mod creators are very disrespectful by the other members... I dont want to call entire community bad or toxic but there are some people that are trolls or very very rude guys who dont know how hard as hell modding is rly like..

Lyrion likes this
Posted

Thanks alot guys for the heartwarming welcome! I'm so very happy you guys like my work

Oh.. and yes! I'm having huge trouble lol. But i'm so new to this kind of stuff i can only think it is to be expected, but i'll keep working :) 

Posted

I need your help guys, to understand optimization, but also for another detail!

 

If someone could grab fews of the most detailed hilt, Orgus Din, Ezra (im guessing) made by Rooxon, and or any more detailed hilt, and give me exact polis, tris and vert count, it’ll give me an approximation of the roof I can work with!

 

Im pretty sure that his hilts are bigger then 1k polis and tris, since the shitty hilt which I’ve managed to import, (which is also the one I’m trying to replace), MB2 Qu-Rhan, has a count of 900 ish.

 

I’d do it my self, but I m not yet experienced enough with files stuff, so i would be quite happy if you guys could help me for that!

 

Edit: Also, please, if anyone nice enough for the count, grab a very detailed staff if possible since they are bigger and tend to have couple details

 

I really need a roof approximation to know how to build in consequence

 

That's the thing with game art, you have to balance detail vs. polycount density, especially for older games like this one. Also factor in the size of the object on screen and part of it will also be hidden by the character's hand(s) so it's not always required to have a super detailed model for everything.

Lyrion and ooeJack like this
Posted

That's the thing with game art, you have to balance detail vs. polycount density, especially for older games like this one. Also factor in the size of the object on screen and part of it will also be hidden by the character's hand(s) so it's not always required to have a super detailed model for everything.

Very right about the hand part! I’ll keep that in mind for my future custom, or qu-rhan rebuilt :) I doubt I can optimise it enough to work, no matter how hard I’ll try simply because it wasn’t buildt with JKA limitations in minds until the very end when I’ve learnt about it

 

I’ll have to start from scratch to make it work, but I see it positively as I think this is very good practice to get beter with the software overall

Posted

@@Lyrion try to aim for a vertex count below 1000. If you end up slightly above that it's no big deal.

The master him self! I’ve learn about ur work today, please to meet you! (And yes, it’s an Anakin quote :)) lol. I’ll keep that in mind! Thanks a lot buddy

Posted

You don't start from scratch...the process is called retopology. You build your low poly around the high poly and "bake" details down from the high to the low version. That's your texture's starting point with all the details placed perfectly.

JAWSFreelao, ooeJack, Lyrion and 1 other like this
Posted

You don't start from scratch...the process is called retopology. You build your low poly around the high poly and "bake" details down from the high to the low version. That's your texture's starting point with all the details placed perfectly.

Interesting, I’ll check on that later! I really appreciate the tips guys, thanks so much for the help and learning

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