Medieval Weapons Pack...

Oops, scrolled to the bottom really fast.

I am considering to make them, it’s not a 100% done deal yet, but like I said previously, I’m not sure how anyone that want to use them, would actually like to implement them. Because they are supposed to be animated. And if they are going to be used in first person, that’s another story.

My weapons pack is mostly meant for third person, I’m not including animated arms or anything like that. With bow or crossbow, they need to be animated anyway, regardless of having arms or not, even in third person. And then if they are used in first person, they need possibly even more or better animation.

So, the reason I’m a bit on the fence about including them is because of that. I don’t want to include them and someone is disappointed by how they work or don’t work or whatever. Basically what I can do is include a firing/reload animation and leave it at that, but I’m not sure if that’s good enough or not and of course it won’t just fit on any character you might have. You’d still need to then animate the character as well.

I’m just not 100% sure how you guys would like to use them and need them to be set up, or if you even care, am I thinking about it too much?.. :slight_smile:

Another small update.

Just added the last sword model and then also a render of all the weapons together. The proportions there may or may not be totally correct.

Looking good mate, keep up the good work!

I’ve been working away, getting the low poly models done and getting stuff ready for the engine side of things. It’s quite tedious doing so many weapons in a row… :slight_smile: There are some last minute tweaks I’ll need to take care of but it’s basically looking alright I think. I’m gonna work a bit more on the material setup so it has just enough basic features to help get anyone going and expand however you see fit. Or you can simply replace it if you want to. It’ll also be good enough so if you’re not so inclined, you don’t have to do much extra anyway. So there will be some easy to tweak custom settings and on top of that for much heavier customizing of course the texture maps.

So anyway, I’m not gonna talk too much about that stuff, it’s not 100% fleshed out yet. I’ll post more about that once I have something more solid and that I think will be more final.

Here’s an in game shot of all the weapons with basic material.

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Looking good =]

Thanks to for the replies so far.

I’ve been working out my final material setup and I’ve also worked on some texturing to supply that can be fairly easily expanded on or just kept as is.

So, the way the material will work is mainly it will allow for either simple color setup, so you can easily tweak the colors of the masked pieces or a full texture map setup where you can use diffuse texture to create the coloring and extra detailing you might want. It also allows color tweaks on top of the diffuse maps, if you need that. On top of that of course the normal maps can be updated to reflect your diffuse details as a bumpy surface detail. I’m leaving the normal maps that I supply pretty much clean, meaning no baked in surface details. This will allow you to easily bake in your own, using Photoshop, or whatever. I also have some detail normal maps that can be used if you simply want to use colors and not mess with texturing at all. They of course cost extra texture lookups but that’s how it works and it still won’t be a real problem. If you can’t afford the extra lookups, then you can edit the normal map. That’s kind of the trade off there. There’s some material extras in there for tweaking purposes, so you have the ability to do some simple tweaks without having to know anything about materials. Mostly for fine tuning purpose.

I guess if anyone want to see how it works, I can either make a video or maybe try take some shots that shows it in a meaningful way. But it really is nothing special. I want to keep it simple and clear and not go too overboard with it. Anyone that require a very complex material, probably already has one in their project or has the ability to make one, so my theory is the same as the weapons themselves, the cleaner and simpler I can keep it, the more broad use it will have out of the box.

So this shot shows my texturing on there. Basically it’s just to add a bit of age / tarnish to the weapon.

Outstanding work!

Fantastic, high quality work right here.

Can we get some wireframes or poly counts of these?

Thanks!!!

Cool, thanks guys.

Here’s some wire frames and triangle counts.

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Ok, so here’s another update. I’ve now got all the scabbard low poly done and in UE4 as well. So that basically concludes all the weapon models. Now I just need to look at LOD and collision meshes and I think that should be it.

So the shots here just shows again all the weapons as they are currently in UE4. I’ve also included that last shot to show what some small details can do to change the look of the weapon. Doing something like that takes very little time, just minutes in fact. It’s just an addition to the color map and normal map. Just to show how easy it is to do something custom, if you wanted to do that. I’ll have these maps included in the package as an example.

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looking great there
my only comment is that I think you’ve overdone the age/tarnish part on the steel. the “clean” steel of before looks too clean yes, but it also looked more like steel

Sure, it’s fairly tarnished, but is all easily tweaked. I kind of try and do a middle ground, I mean it can easily be much more and also can be less. If you guys feel like I should do less by default, I’ll do that. But it certainly is easily tweaked once you get your hands on it.

I like the new look, myself. Nice claymore!

When is the expected release.

Thanks guys, for the comments.

As far as submitting it, I’m basically in the final stages now. I really don’t want to give any time frames because nothing is solid, but I hope to get to a submission point really soon.

Then as far as the bow or crossbow goes, well yeah, that’s still not in there. I’ll look at that during this week and see what I can do there. I do want to include them because there has been some requests there. I had some concerns with it but I think I am over thinking it. So I’ll see this week where I end up with things, but the plan is to get it all to final this week… hopefully… probably… :slight_smile:

Here’s what I’ve got for the bow and crossbow so far. The bow, being fairly simple, is basically done, accept needs an arrow model. The crossbow is another story.

The thing that concern me about the crossbow is the loading mechanism. Crossbows don’t load easily. It’s a bit of a process. For a game, this is not good. You want to shoot, reload, shoot… in fairly quick succession. So to solve this it will probably need a non authentic loading mechanism.

What do you guys think about this?. Or it doesn’t matter?. It’s just a “magic” reload?.

I can make a second lever at the bottom or maybe on the side, that “loads” the crossbow. Even though it’ll maybe not be 100% correct as a working mechanism, it can seems like it works. So you pull the lever and it controls some things on top that slides back, pulling the string back and locks it in place. So, speed wise, it’s pretty fast. Accept you still load the bolt manually as well. So it’s a bit more mechanical and not authentic to the time period, or any time really. As far as I know even modern crossbow has a very manual loading mechanism.

Anyway, let me know your thoughts about this. I’ll wait a bit and see if anyone has suggestion or preference, going completely authentic, or going more game friendly, less authentic.

Hi,

I think that the xbow need a real system, this cover people from both options.

Btw, will they skeletal mesh animated (rope,working mechanism,wood)?

I would like also suggets that the pivot point will in the grip and facing to X+, thanks, this will lead seamless integration with my weaponry framework.

I see a lot of triangles, this is not a problem with triangulation export and within Zbrush sculting ?