Hi all! I'm far from the best modeler in this forum, but I did recently stumble onto a trick that makes scaling weapons of your own design much more accurately and easily.
I stumbled onto this while trying to make a tulwar that looked right. Now a tulwar has a very close-fitting hilt, and it looks wrong if the hilt is too long for the hand. So it occurred to me that I should have a reference not just to a similar blade (the scimitar from weapon_meshes1.brf), but also a hand. Here's how you do it:
[list type=decimal]
[*]Open body_meshes.brf
[*]Cycle to the clenched fist frame of man_handR
[*]Export this as a static mesh (right-click, Export static mesh)
[*]Import into Wings3D or whatever you use to create your model
[*]Also import a mesh of whatever weapon is most similar to what you're making
[*]Use the fist as your guide to the weapon's size and proportions
[/list]
Exporting the fist:
Scaling in Wings 3D:
A tulwar:
Have fun making stuff!
I stumbled onto this while trying to make a tulwar that looked right. Now a tulwar has a very close-fitting hilt, and it looks wrong if the hilt is too long for the hand. So it occurred to me that I should have a reference not just to a similar blade (the scimitar from weapon_meshes1.brf), but also a hand. Here's how you do it:
[list type=decimal]
[*]Open body_meshes.brf
[*]Cycle to the clenched fist frame of man_handR
[*]Export this as a static mesh (right-click, Export static mesh)
[*]Import into Wings3D or whatever you use to create your model
[*]Also import a mesh of whatever weapon is most similar to what you're making
[*]Use the fist as your guide to the weapon's size and proportions
[/list]
Exporting the fist:
Scaling in Wings 3D:
A tulwar:
Have fun making stuff!