[WIP] A Kukri

Post » Sat Feb 19, 2011 4:05 am

In Nepal, there is a group of well-trained, disciplined soldiers known as the Gurkha. They predate western colonialism in the region, and were of interest to the British Empire as a "martial race". They served the empire with distinction, even during World War II. Modern day Gurkhas, despite wielding modern firearms, still all carry a Kukri as a symbol of their membership.

One of their most distinct pieces of typical apparel, aside from the side-cocked hat, is a special blade they carry, called a Kukri. Useful for both utility and in hand-to-hand combat, the Kukri basically behaves like a cross between a knife and an axe, thanks to its distinct forward curve. It is prodigiously powerful in swinging, lending itself for chopping through brush.... or through a foe.

I've spent the afternoon making one, emulating the traditional Nepalese kukri. Modeling is done (aside from a few smoothing nits), and UVWing of the blade is done. I'm contemplating texing it myself, or asking around for someone better at making old dirty textures than I.

http://img837.imageshack.us/img837/3259/kukrirender.jpg (with combat knife for comparison)

http://www.knifecenter.com/kc_new/store_detail.html?s=KUK101

Plans are to have it have a >1x limb damage multiplier, a >1x crit chance multiplier, and maybe a hidden perk that does extra damage to the head (or maybe insta-kill).
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Jah Allen
 
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Post » Sat Feb 19, 2011 6:03 am

How about a set? XD
http://cashtank.com/store/images/Q0002H4882.jpg
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Amiee Kent
 
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Post » Sat Feb 19, 2011 2:31 am

I go to the Gurkha resturant here, I know the guys. Its great food. It's a cross between Indian and East Asian, like Thai. Mmmm Momo...

Anyway I can't really crit it. There are smoothing errors on the tip, and the saw area, that would be bad if that is the high poly, but presume this is the real time mesh? I can tex it if you want. pretty straight forward
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Lauren Dale
 
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Post » Fri Feb 18, 2011 9:07 pm

That's the realtime. I may go through and cut some polys, but it's only at 900-ish right now. I prefer to bake normals from textures, personally, so no high-poly.

I'm gonna be redoing the UVW to give some more area for the blade side, making it go diagonal somehow.

Those were the two smoothing bugs I worked out as well. Fixed some normal oddities caused by what I call "slivers", really narow triangles that disturb the phong shading smoothness, around the notch at the base of the blade.

Gonna see if I can tex it to my satisfaction first, but if I end up tossing my job I'll call you up, Ghogiel.

EDIT: Ghogiel, I think I may just go straight to taking you up on texturing.
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cassy
 
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Post » Sat Feb 19, 2011 1:51 am

I'm gonna be redoing the UVW to give some more area for the blade side, making it go diagonal somehow.

EDIT: Ghogiel, I think I may just go straight to taking you up on texturing.

I'll probably have to change UVs if I am going texture it. UVs have some special requirements. so I wouldn't recommend bothering with faffing with them too much.
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Rhiannon Jones
 
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Post » Sat Feb 19, 2011 3:42 am

It's okay, I had a non-FO3-modder friend come forth and offer to texture it.

http://img97.imageshack.us/img97/5923/kukrif.jpg

http://img641.imageshack.us/img641/9190/bloodykukri.jpg

http://img714.imageshack.us/img714/5576/pipboykukriingame.jpg
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dav
 
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Post » Fri Feb 18, 2011 9:57 pm

Madcat good job your mate has done
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Stace
 
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Post » Sat Feb 19, 2011 4:56 am

Madcat good job your mate has done


Erm... I haven't shown any screenies of what he's done yet... :unsure:

Guess I shoulda clarified. I did the pipboy image and just simply cranked out some with a filter generator for placeholders.
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Trish
 
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Post » Sat Feb 19, 2011 3:17 am

ok good job you did then lol
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Sophh
 
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