Deleted1105738User Posted February 23, 2009 Share Posted February 23, 2009 After playing FO3 for a few weeks now, I thought I would try myhand at a little modding....nothing major just adding a weapon. I like the energy weaps so I went with a different laser pistol. Below are a couple of renders of what I have so far. No textures yet, and I want to add a few more things like an iron sight, some insulated wires and other doodads. Let me know what you think or if I should hang it up.It weighs in at 2k tris right now....probably around 3 when I am done with the modeling. http://www.brucepatnaude.com/images/temp/fo3/LaserPistol01.jpghttp://www.brucepatnaude.com/images/temp/fo3/LaserPistol02.jpg Thanks. Link to comment Share on other sites More sharing options...
Sabat9 Posted February 23, 2009 Share Posted February 23, 2009 that looks pretty cool, kindof a riff on the outline of the vanilla version. might need to make the grip longer, which i think would look even better. and of course, more greeblies. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 23, 2009 Share Posted February 23, 2009 Thats cool. You may need to lower the polycount when you are done but it looks great so far. Can't wait to see it textured. BTW which reload are you going use? Link to comment Share on other sites More sharing options...
Deleted1105738User Posted February 23, 2009 Author Share Posted February 23, 2009 Thats cool. You may need to lower the polycount when you are done but it looks great so far. Can't wait to see it textured. BTW which reload are you going use? What do you think the poly count should be for the game version? Not sure on the reload...it's an energy weapon, so the laser pistol one might work, if I can work out the mechanics to match the vanilla one. Link to comment Share on other sites More sharing options...
junin Posted February 23, 2009 Share Posted February 23, 2009 Nice!! Link to comment Share on other sites More sharing options...
reinhart Posted February 23, 2009 Share Posted February 23, 2009 Thats cool. You may need to lower the polycount when you are done but it looks great so far. Can't wait to see it textured. BTW which reload are you going use? What do you think the poly count should be for the game version? Not sure on the reload...it's an energy weapon, so the laser pistol one might work, if I can work out the mechanics to match the vanilla one. You should post a thread on Beth's official forum ;) :P Just a suggestion. Anyhow, best keep the poly count down to below 4-6k for a pistol. Well, that's me personally, most would prolly tell you to keep it around 2k to 4k (in-game pistols are 1-2k, but then they don't look that great do they?). Anyways, that looks really nice! Edit: Opps, only saw post #4 instead of the first post. If you're at 2-3k you're good to go ;) Link to comment Share on other sites More sharing options...
Deleted1105738User Posted February 24, 2009 Author Share Posted February 24, 2009 You should post a thread on Beth's official forum ;) :P Just a suggestion. Anyhow, best keep the poly count down to below 4-6k for a pistol. Well, that's me personally, most would prolly tell you to keep it around 2k to 4k (in-game pistols are 1-2k, but then they don't look that great do they?). Anyways, that looks really nice! Edit: Opps, only saw post #4 instead of the first post. If you're at 2-3k you're good to go ;) Thanks for the info. Here are a couple of new shots. I added a sight rail to the top and something that resembles contacts for the power cells. I think I am done with the modeling, now on to the fun part :rolleyes: uv mapping and texturing. http://www.brucepatnaude.com/images/temp/fo3/LaserPistol03.jpghttp://www.brucepatnaude.com/images/temp/fo3/LaserPistol04.jpg Link to comment Share on other sites More sharing options...
reinhart Posted February 24, 2009 Share Posted February 24, 2009 Hopefully you haven't gone too far with the uv mapping yet. You should first try and get it in-game without the texture and all that, to see if the size is fine and the placement on the hand, etc. Then you can make adjustments to that before you do the uv mapping (reason should be obvious, so you won't need to fix the mapping or texture later). I only mention it because the space you have in the pistol grip looks a bit small, and I'm not sure if you can fit a hand in there without clipping. Link to comment Share on other sites More sharing options...
Deleted1105738User Posted February 24, 2009 Author Share Posted February 24, 2009 Hopefully you haven't gone too far with the uv mapping yet. You should first try and get it in-game without the texture and all that, to see if the size is fine and the placement on the hand, etc. Then you can make adjustments to that before you do the uv mapping (reason should be obvious, so you won't need to fix the mapping or texture later). I only mention it because the space you have in the pistol grip looks a bit small, and I'm not sure if you can fit a hand in there without clipping. Ah good point, I will do that. Thanks for the head's up, probably saved me some time.BTW: Is there a way to get custom animations in the game for things like weapon reloads? Link to comment Share on other sites More sharing options...
reinhart Posted February 24, 2009 Share Posted February 24, 2009 Ah good point, I will do that. Thanks for the head's up, probably saved me some time.BTW: Is there a way to get custom animations in the game for things like weapon reloads? Heh, no problem, I aim to help ;) Regarding the custom animation for reloads...eh...yes with a big "but". In short there's no "easy" way to make a custom animation, you'd need to have animating experience, but it is do-able. The work required though (if you don't know how to animate, as I do/don't), is probably outside of the scope of your aim for the mod. I mean - if I'm right - we're just here wanting to add new guns not going through a whole bunch of work just so we can have a complete new reload animation for just one gun (as opposed to, maybe a whole new category of guns). I'm a perfectionist but that's taking it too far IMO :P (and prolly for you too) So...maybe it'd be best to work out some way to use the vanilla animation. Perhaps putting the small battery ammos (can't remember what they're called) into the bottom of the grip like ballistic pistols? (might be..."odd" but not entirely unfeasible technically) Link to comment Share on other sites More sharing options...
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