Hellsing weapons

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Kaljaveikko

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Yep, after I got a bit used to modding M&B, I decided to make a small pack of weapons. Mostly inspired by the Blood mod, and Hellsing anime series. I'm currently working on Casull and Jackal pistols, who knows maybe I'll add some swords and offhand weapons as well. any comments/opinions/suggestions are welcome.  :smile:

heres a reference image of the gun i'm modelling at the moment  :wink:
http://www.1animewallpaper.com/Hellsing-pictures/Hellsing-pictures.jpg

an early stage model ^^
http://s689.photobucket.com/albums/vv257/Kaljaveikko/?action=view&current=casull.jpg

finished model in BRFedit  :grin:
http://s689.photobucket.com/albums/vv257/Kaljaveikko/?action=view&current=pistol.jpg

texture done
http://s689.photobucket.com/albums/vv257/Kaljaveikko/?action=view&current=BRFEdit2009-04-0918-41-36-50.jpg

 
Always interested to see what cool stuff someone has come up with.  :mrgreen:

Unfortunately, someone else will have to respond to your questions though (I'm just a code head, not a 3D guy) :razz:
 
Too bad :???: oh well..
Sure I'll add some screenies later today when i've finished the Casull 454 Auto pistol that Alucard uses in Hellsing series :smile:
 
I have used LithUnwrap to define the UVmaps for my game objects, if that is what you are asking. 

Most "material" creation I have done is with the BRFeditor (unofficial M&B tool).  It's not 100% stable, but it gets the job done.  Mainly I copy existing material definitions and then change the shader and defuse settings.  Hope this helps.  If you look at the updated tutorial in my sig (the section on Tableau_materials) you'll see what I have done with the (free) tools at hand.
 
jik said:
I have used LithUnwrap to define the UVmaps for my game objects, if that is what you are asking. 

Most "material" creation I have done is with the BRFeditor (unofficial M&B tool).  It's not 100% stable, but it gets the job done.  Mainly I copy existing material definitions and then change the shader and defuse settings.  Hope this helps.  If you look at the updated tutorial in my sig (the section on Tableau_materials) you'll see what I have done with the (free) tools at hand.

yeah, thats exactly what I was after, thank you:razz: I assume the whole operation to make a model work in M&B would be: making a model and uv mapping/texturing it---> exporting to obj---> importing in brfedit---> saving it with mat and texture and the job gets done, right? or do i have to assign the mat to the model again once in brfedit stage? and not only mat, the texture gets imported to brf with the model as well, right? if so, im glad this is going almost as easily as morrowing modding :smile:
 
ya, you will need to populate the Tex and Mat tabs with your texture and material defs.  Then assign them to the object.  These processes should be done in the BRFeditor, to make sure that it is put in right.
 
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