Any advice for this lightsaber? I’m not the best builder nor am I the worst. I sort of frankensteined the base of the lightsaber together by selecting parts from existing models of the lightsaber and then altered the details of pretty much all of the parts to be more accurate. Although in some parts I had to completely tear apart the unions and make them in a different way and in others I had to make them completely from scratch.
Also, I plan on switching the material from SmoothPlastic to Metal when I can. I’ll post the images of that when completed.
As far as I know it’s one of the most accurate representations of Anakin Skywalker’s lightsaber on this platform.
Noted. However, I’m not much of a modeler and more of a builder, so are there any helpful tutorials you know of for creating pbr textures for the specific geometry of a mesh?
Sorry that I didn’t update this, I’ve had other stuff going on. Thank you for the feedback everyone. Particularly @nanosph and @IceTheOneAndOnly. I have not completed it yet, but after trying to do what @lieliedash2 said (thanks for your input though), it did not turn out the way I’d hoped:
However, after setting up a simple cylinder meshpart with a SurfaceAppearance side-by-side with a normal cylinder with metal material
I have decided to go for the pbr texture. Not only is it a smoother reflectance, but I will have more control over it in the long run. I’ll update this post in a few hours once I have made the necessary adjustments.
Edit: Nevermind, it will most likely be tomorrow until I can complete this.
I’ve already begun making a star wars inspired droid that the player can control. It’s designed after BD-1 from Star Wars Jedi: Fallen Order.
It’s been put on hold, however, because I ran into a problem implementing inverse-kinematics, got frustrated, and decided to put it on hold until I understood it better.
Yes, but I am a scripter. I just didn’t fully understand the math at that time, but I do now. The problem isn’t implementing inverse-kinematics, I’ve already done that. It’s creating a dynamic walk animation while also using inverse kinematics while also making it look smooth. I have just never scripted animations before so it’s a bit new to me.