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Resolute (Crystal Chamber Saber) Version 2.something... Idea, and Idea Requests


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Posted

Just throwing out here a small design change for my Resolute saber... And asking for design ideas :D

 

 

 

saberresolutev25.jpg

 
The black with smudgy grey is the glass part... which I have finally gotten around to putting in it.
 
But anyway, what do you think, and any ideas for something to add?
Posted

 

wireframe.jpg95f25491-8c96-43ff-80f8-a0a

 

 

Pretty much means "detail level" in common terms :P He's asking if you're being careful with the amount of unnecessary detail. Like having 20 sided cylinder for a jka saber would be overkill.

Posted

Oh, right... Well, I am doing my best to keep the poly count as low as possible without looking like it is made out of a square. 

 

Compared to version 2, it has more vertices, but that is due to the glass and sides being added...

Compared to Version 1, I think It would have less... maybe, have't check in a while.

 

By the way, how do the base glass shaders work? (And more ideas for something to add would be good :P)

Posted

To be completely honest, it looks very plain to me, texture-wise. It could use some more details like a button or something. Also, what is that black triangle thing near the top?

Posted

The triangle thing is the button, it really has a (very) shiny shader and a few glowing things, including the buttons... I'll try to put an in game picture up later

Posted

Perhaps the button shouldn't be a solid color, especially a solid black... Doesn't really make it look like it belongs there, ya know?

Posted

Perhaps the button shouldn't be a solid color, especially a solid black... Doesn't really make it look like it belongs there, ya know?

It isn't black

 

 

shot0008hw.jpg

(The Stripes are caused by the shiny shader)

 

 

The button is black on the others because it is in modview (although, if there is a way to have shaders in modview, can some please tell me :D), it actually glows in game... (yeah, I could of probably explained it better before) 

Posted

Switch to blendFunc GL_SRC_ALPHA GL_ONE and experiment with lower alphaGen const values like 0.1 or .15.

 

 

The shine stage of your shader is making that look funky.

Tried it, and I reckon it makes it look boring, since the textures are kinda dull on its own... anymore Ideas?

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