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Thread: New Dwarven Axes

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  1. #1
    Ceasar Gubius's Avatar Ducenarius
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    Icon7 New Dwarven Axes

    I was playing the Dwarves one day, and I realizedn that most of the axes they use, don't look very movie-like (Which I've always thought were cool ). SO I was thinking, what if someone were to make an alternative Dwaven Axe set to KK current axes... Something that looks like these




    (from left to right) Throwing Axe / Bearded Axe / Battle Axe / Walking Axe / Hand Axe

    1. Throwing Axe ()
    2. Bearded Axe (Dwarven Warriors, Dwarven Nobles)

    3. Battle Axe (Axemen of Erebor)

    4. Walking Axe (Dwarven Axemen)

    5. Hand Axe (Dwarven Warriors, Side-Arm for Dwarven Crossbowmen)


    So what do you think? I don't think they would be that diffucult for a modeller to construct .

    No dissrespect meant for KK's Dwarven axes, these are just alternative ideas for appearance .
    RTR RULES!!!!

  2. #2

    Default Re: New Dwarven Axes

    Nice nice nice, i really do like your idea. I hope it gets made.

  3. #3

    Default Re: New Dwarven Axes

    Nice idea, are you capable of modeling?

  4. #4
    Ceasar Gubius's Avatar Ducenarius
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    Default Re: New Dwarven Axes

    Quote Originally Posted by Dea Paladin View Post
    Nice idea, are you capable of modeling?
    No, if I did, I'd work on these myself. But I don't have a computer capable of that, nor do I have the will to learn ...

    That's why I posted them, so some other skilled modeller could do that ....
    RTR RULES!!!!

  5. #5
    axnsan's Avatar Protector Domesticus
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    Default Re: New Dwarven Axes

    Even I could do that. And I never modelled in my life. But I'm lazy right now

  6. #6

    Default Re: New Dwarven Axes

    how many polys can a weapon have? If i know this i will try and make an axe...

    Here it is:

    It's one of my first models so it's not that good, but i tried pls give feedback so i can make it better.

    Now i try to texture it but i've never done this so...

    If someone wants to texture the weapon i will send him the file.
    Last edited by Flower; July 30, 2009 at 07:44 AM.

  7. #7
    axnsan's Avatar Protector Domesticus
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    Default Re: New Dwarven Axes

    What program did you use?

  8. #8
    Zikko's Avatar Tiro
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    Default Re: New Dwarven Axes

    Looking good. The handle looks a bit too fat tho

  9. #9
    axnsan's Avatar Protector Domesticus
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    Default Re: New Dwarven Axes

    You only notice it because you see the weapon up close and alone. When in game you won't even give a about how fat the weapon handle is, you can't evne zoom that close to the unit.

  10. #10
    Zikko's Avatar Tiro
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    Default Re: New Dwarven Axes

    Quote Originally Posted by axnsan View Post
    You only notice it because you see the weapon up close and alone. When in game you won't even give a about how fat the weapon handle is, you can't evne zoom that close to the unit.
    That may be true, nevertheless AWESOME AXE!

  11. #11

    Default Re: New Dwarven Axes

    I used 3ds Max now I will watch some Tutorials how to unwrapp and skin, maybe i'm able to finish it... And if it looks good i will also make the other axes. But still the question how many Polys can the weapon have that it doesn't lag ingame?

  12. #12
    JuL14n's Avatar Centenarius
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    Default Re: New Dwarven Axes

    I'm sorry to say this, but you will need permisson by King Kong to modify the dwarves
    and I guess you need an extremly good reason to modify them.

    Flower: It looks good, as you are new to modelling stuff for M2TW I strongly recommend this
    "book" written by Alletun
    http://www.twcenter.net/forums/downl...o=file&id=1672

    Personally, I didn't read throught everything as I learned much on my own, but at least I've learned good and useful detailed things, especially how to make good UV Maps.

    About the polys, I think you can use much more polys for a weapon then you need,
    so I guess you don't need to worry. Weapon look have always been a small detail in TW games,
    and have low-poly models to optimize the game as much as possible.
    Last edited by JuL14n; July 30, 2009 at 02:03 PM.

  13. #13

    Default Re: New Dwarven Axes

    wow that axe looks really cool

  14. #14

    Default Re: New Dwarven Axes

    Thank you JuL14n for this link because I try unwrapp at the moment but it ain't working that good I think, I watched a tutorial but he does it with a gun so I can't just do the same he does...
    And that we have to ask King Kong I didn't think because I'm not able to put the weapon ingame... I just saw this thread and I always wanted to learn how to create models, so I thought I wil try to make an axe. Before this I never had an Idea what to make. And maybe if it looks good I will try to learn to put it ingame. And if I just do it for me I don't need permission, do I?

  15. #15
    JuL14n's Avatar Centenarius
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    Default Re: New Dwarven Axes

    Quote Originally Posted by Flower View Post
    Thank you JuL14n for this link because I try unwrapp at the moment but it ain't working that good I think, I watched a tutorial but he does it with a gun so I can't just do the same he does...
    And that we have to ask King Kong I didn't think because I'm not able to put the weapon ingame... I just saw this thread and I always wanted to learn how to create models, so I thought I wil try to make an axe. Before this I never had an Idea what to make. And maybe if it looks good I will try to learn to put it ingame. And if I just do it for me I don't need permission, do I?
    Your welcome

    Nope, you can do whatever you want with anything, as long as you don't do anything to
    offend the creator. Edit: or releasing it for profit or on the web if you aren't allowed to.

    to offend the orginal creator:
    Like taking screenshots of what you made of their work, and send it to them with the comments.
    Look what I did with your ugly model/textures! It looks much beter now!

    So keep it for yourself, but you can always release the weapon models as a resource,
    it's pretty simple to open a model with Milkshape or 3DS max and remove the weapons, save,
    and merge the new weapons to the model with Mesh_2_Ms3d

    It only requires that you have managed to open a model and placed the weapon in the right hand of the
    unit and assigned it to the "bone_weapon_weapon01"-joint. Then just remove all parts besides
    the weapon and skeleton/joints, and save. Then follow what I said above, choose merge in the tool, open the body model and then your newly saved right placed weapon. It will be put right in the hand(if not open the model with milkshape/3Ds max and place it right),
    and be fully functional in combination with right animations and attachment-textures.
    Last edited by JuL14n; July 30, 2009 at 03:24 PM.

  16. #16
    Ceasar Gubius's Avatar Ducenarius
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    Default Re: New Dwarven Axes

    Wow Flower, that's a really neat Axe !!!
    RTR RULES!!!!

  17. #17

  18. #18
    axnsan's Avatar Protector Domesticus
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    Default Re: New Dwarven Axes

    I think it would be better and easier if you don't skin it yourself but rather just use the image as a texture.

  19. #19

    Default Re: New Dwarven Axes

    I don't know how that works and I want to learn how to skin, this isn't the final texture and i hope i get better and better.
    This is my first texture i've ever made...

    Made the metal lighter, what do you think, is it better?

    Last edited by Flower; August 01, 2009 at 09:36 AM.

  20. #20
    Beregond's Avatar TWC boomer
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    Default Re: New Dwarven Axes

    Dunno,I like both variations but the darker might be better...

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