a set of 11 Original concept,model and textured clubs,non-overriding game content and tintable.(Models 10 trough 20) there is an override and an Hak version for your choice.
Update: Models 10,11 and 12 were duly fixed.this should be the final version of the club release,unless something else shows up.
Kindly vote and review and above all,let me know if anything is wrong. Constructive criticism is always welcomed.
-> Escrimator. Since you are working on a new package, I'll raise my previous rating a bit, to show my appreciation. I know, money would be better... ;) ... I'll be happy to post my edited package if it is of any help. I cannot edit models themselves yet, but I tested the 4 new entries and they seem ok. While I would love to see corrected models, I think posting numbered images would be a more pressing matter to address. I would suggest adding model numbers when posting screenshots: when editing my characters I usually check textures to know what I am doing... Having model numbers would help players and builders alike. A lot. And it would likely garner you an even higher score and maybe an entry in Smorpheus's visual guide. :)
Posted by Escrimator at 10:12:37 Voted10.00
thanks for the Feedback,Alabore.i think your vote just tipped onto another HOF entry. ;) To be honest with you,i dont feel like doing a V2 club pack so soon,not when i could be working on new content for the game using the experience honed trough it. im getting the hang of specular maps as well as the normals,so i wont be falling into the mistake of overdoing it so mutch. On the other hand expect a Hand axe pack here in the vault in the next few days,that should give you something to keep you busy with.*s*
Posted by Alabore at on02/23/08
I tend to like "realistic" models over fantasy gear, and I really love this kind of haks. I think this package goes well with Adonnay's sword models - as did the previous scimitar hak. I agree on the UV thing: in-game items look too grainy and flashy, as if made out of latex. But the models themselves are good - and I think some would be perfect for maces and morning stars too. And since I like tinkering with files a bit, I cloned models 12, 14, 15 and 17 as maces and morning star mdbs. I created a new UV map - a simple featurless map since the models themselves a well detailed enough - and now my chars can sport 2 brand new maces and 2 mean-looking morning stars. They are really perfect, and you should really consider releasing a v2 pack with updated maps and models - and maybe remodel clubs 14 and 17 so they fit OC maces in size and proportions. Thumbs up! :)
Posted by Escrimator at 04:48:53 Voted10.00
youre right,512\512 might have sufficed for the weapons in question,with the proper UV map packing. as for the wood: the worn and heavily texured effect in some models,is intentional,as i dont see how wooden surfaces used to bludgeon and repeatedly strike could remain pristine and immaculate.I also like to heighten the crude nature of the wood,hence the gnarled\grainy effect. But yes,their specular value is still something im olny now getting grip on,tho,so again,good point...some may be too shiny. And very good point on the volume of the rivets,and i have to confess that i did (miserably apparently) to use normal maps to convey such bumps,and they do look a lil bit better in game than in the renders,but not as good as they could be...fortunatly ive had a someone point out how to get thebest results on that end so as not to make the same mistake again,it may not look it at times but im still learning. Again,thanks for the honest and constructive review.
Posted by MeteoricFury at on02/05/08
"With a different UVW layout, it might be possible to keep the same level of texture detail while using 512x512 textures." Shame on me for not checking all the comments (and double posting) but...currently, they're 1024x1024? That just seems a bit unnecessary and hungry for weapon models (thin ones at that). I still love the models, but knowing that, I'd have voted a bit lower, probably 7.5 just for the technical reasons. Only little texture related critiques I might offer are to dull or darken the wood a little. It seems washed out, and potentially grainy (haven't yet checked them IG, so going by the SS). Also, to take it just a step higher, I'd say try bump maps or faking normal maps around rivets, metal bindings, etc. It'd make them pop just a little more (first and third would benefit the most)
Posted by MeteoricFury at on02/05/08
Excellent quality yet again from Escrim - some of the best weapon textures on wep models around. Not the most popularly used weapon type, but since they look so nice, I'll make sure my npcs give a good show of these.
Posted by paganini at on01/31/08
Great work by a great modder! Keep it up man!
Posted by Stigga at on01/30/08
Masterpiece. Even better than standart ingame models - if only all of them were of that quality... ah, sweet dreams))
Posted by Melliores at on01/24/08
Great and inspiring weapon models provided in a good variety. I can not wait to see your next you come up with. _________________________ Khalidine - A Unique playing experience for everyone
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone