Some new weapons and armor (models)

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Checkmaty

Veteran
Just starting to learn 3D studio max. Decided to model some equipment for Mount&Blade as my first project and for practice.

Paladin Armor:
http://img292.imageshack.us/img292/5011/paladinarmor4pk.jpg

A suit of armor that makes me think "Paladin" every time I look at it. Fully rigged and ready for animation. Mid poly model with 2264 polygons :cry:.

Winged Armet:

http://img202.imageshack.us/img202/9568/wingedarmet6qc.jpg

Very common helmet for knights during the medieval ages. Modified the design a bit to make it look "Winged". Low poly model at 164 polygons.

Kettle helm/War hat:

http://img292.imageshack.us/img292/353/kettlehelm3mn.jpg

Alternate dirty version
http://img292.imageshack.us/img292/8688/kettlehelmv25rm.jpg

Suprised this is not in the game. The Kettle helm was one of the most used helmets for foot soldiers. Low poly at 144 polygons

War Mallet:

http://img292.imageshack.us/img292/6601/warmallet3pv.jpg

Just thought it looked cool so I made one. Took quite a while to do the textures. low poly model at 270 polygons

Flanged Mace:

http://img292.imageshack.us/img292/8191/flangedmace6wq.jpg

Commonly used weapon especially for knights. Textures were unfortunately rushed for this one. Low poly model at 236 polygons.

All textures were hand painted. May do some more models in the future, depends on the mod tools.
 
Exellent done, even they are at low poly. where they will be able to be imported into M and B while being able to use it as equipment without problems!

Very impressive!


Eagle out...
 
Suggestions for new equipment that should be in the game, or equipment that is in the game but needs a visual upgrade would be nice.

Doing this on free time, so it would take a while for each piece of equipment.
 
TheDrunkenMoron said:
nice, less experience but even better models


all i got is blender and i dont even know how to put the items into the game

The models actually look terrible when untextured. When modeling for a game, you want to have good looking models with as little polygons as possible. The textures make a big difference when trying to make a low poly model look good. UV mapping is also a difficult task but goes a long way in enhancing the look of the model when done properly.
 
They look fine to me. You know, how often are you going to be using no-texture stuff in the game? Never.
 
Corsair said:
They look fine to me. You know, how often are you going to be using no-texture stuff in the game? Never.

Didn't quite mean it that way. Was just trying to say that most of the work went into the textures and little into the actual model.
 
You could help out the Daimyo Wars Mod if you want. Even if it is just contributing a model or two, it would be greatly appreciated. Check out the Daimyo Wars Mod thread if you haven't already to see what kinds of things we need. Thanks for reading =p

Your work is looking great so far too. I can't wait to try out that paladin suit =D

Mitsuhide
 
Mitsuhide said:
You could help out the Daimyo Wars Mod if you want. Even if it is just contributing a model or two, it would be greatly appreciated. Check out the Daimyo Wars Mod thread if you haven't already to see what kinds of things we need. Thanks for reading =p

Your work is looking great so far too. I can't wait to try out that paladin suit =D

Mitsuhide

If you can give me info and pictures of the models that you need, I'll model them if I have the time. May take a while for each model, depends on how much free time I have.
 
Damn Checkmaty! Thats darn good work! Congratz and i, same as all in this thread, cant wait to be able to use your models in game!!! That War mallet is awesome!!!
 
TheDrunkenMoron said:
out of curiosity, how would you make a texture for an object like this naginata?

http://img72.imageshack.us/img72/1897/naginata6ps.png


im going to attempt to learn coding for this game and replace the glaive with it

Personaly, I would detach the pieces (Handle/shaft, blade, and tiny blade below the big one) and UV map/texture each one seperatly. A cylindrical map for the handle/shaft, and a planar map for the 2 blades. The little golden screws and the spirals on the handle could be textured onto the weapon instead of modeled to save polygons.
 
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