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LureBreaker Keyblade

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Aw .. all my comments.. Due to accident delete.. I've uploaded this model again.
Everyone should have played Kingdom's Heart.. it's a nice game..
I've made a model of a keyblade - The Lure Breaker.. enjoy using this!


Credits
Model by Ribenamania
Texture by Lysa

Version
v1.4 - Uses alpha texture, highly cut down poly and size

v1.3 - Rename model and gave credits

v1.2 - Changed screenshot and reuploaded cause of accident deletion

v1.1 - Fixed attachment pivot, angle and rotation

v1.0 - Made and uploaded this model
Keywords:
kingdom's, kingdom, heart, key, blade, sora, riku, sword, darkness, lure, breaker
Contents

LureBreaker Keyblade (Model)

Reviews
15:22, 30th Oct 2008 Dan van Ohllus: This model has been in pending for long. You have 10 days to reduce the polygons to at least 200. A good hint is to learn how the ingame frostmourne (the low poly version) is constructed. If I don't see...

Moderator

M

Moderator

15:22, 30th Oct 2008
Dan van Ohllus:
This model has been in pending for long.

You have 10 days to reduce the polygons to at least 200.
A good hint is to learn how the ingame frostmourne (the low poly version) is constructed.
If I don't see these changes after that, the model gets rejected.

10th Nov 2008
Pyritie: DING! Time's up.
 
Level 22
Joined
Oct 27, 2004
Messages
914
Hmm... not some expert on keyblades... but I don't think it's top and bottom should look like that.

Incredibly inefficient, reminds me of my old Dragon Sword, lol.

Please try to reduce that poly count, and put some UV on the top and bottom of the thing... it looks horrible.

Nice attention to detail, but this isn't gonna get approved as is..
 
Hmm... not some expert on keyblades... but I don't think it's top and bottom should look like that.

Incredibly inefficient, reminds me of my old Dragon Sword, lol.

Please try to reduce that poly count, and put some UV on the top and bottom of the thing... it looks horrible.

Nice attention to detail, but this isn't gonna get approved as is..

Hmm, what's the problem of the top and bottom..
Btw, how do I UV .. sorry for asking but I'm still a beginner.
 
Level 22
Joined
Oct 27, 2004
Messages
914
Hmm, what's the problem of the top and bottom..
Btw, how do I UV .. sorry for asking but I'm still a beginner.

The top and bottom are a solid color, it looks really bad. The UV wrap is the term for how the model uses the texture. Each vertex will have UV Coordinates, and when assigned to a texture, display accordingly. Oinkerwinkle's Vertex modifier to edit the UV.

Or if you prefer, Milkshape 3d. However, MS3D is not free, it costs 35 dollars.
 
The top and bottom are a solid color, it looks really bad. The UV wrap is the term for how the model uses the texture. Each vertex will have UV Coordinates, and when assigned to a texture, display accordingly. Oinkerwinkle's Vertex modifier to edit the UV.

Or if you prefer, Milkshape 3d. However, MS3D is not free, it costs 35 dollars.

Oh. I'm using MS3D and I knew what is UV now .. btw, it's not about the UV .. It's about the texture..I must at shading and others things in the colours outside the blade. :grin:
 
Level 3
Joined
Sep 15, 2007
Messages
60
Pretty cool:) But it has really big file size, Anyways could you do some other KH stuff or like more attachment? Would be nice with a sora model.
 
Then select the vertices to merge, and then go to Tools > Merge Vertices.

Just select all of them and Merge ?

...Okay, riben, ignore pyritie's instructions. Use ctrl+N and ctrl+W (snap and weld), then it would also be a good idea to use Tools->Model cleaner once you're done.
--donut3.5--

Also select all of them and do those steps ? Btw, what's the use of these.. can you tell me why do snap and weld reduces the size of the model?

EDIT: Tried them ..

Pyritie:
I can't even find merge vertices at tools

donut3.5:
I snap and it became a small thing that I can't even see .. and I weld it .. nothing comes out.
 
Last edited:
Level 31
Joined
Feb 23, 2008
Messages
1,711
So... what should I really do to reduce the size? :p

Well, I still think that you could preserve a lot of the quality by making Alpha Textures. If not more.

You seem to be decent enough at texturing to make a good alpha texture.

Or, you could simply reduce the size, by welding the polys/vertices and such together.

But right now, it has WAY to many polys for a model, much less an attachment.
 
Level 31
Joined
Feb 23, 2008
Messages
1,711
Alpha Texturing?
So.. if I'm alpha texturing .. I could just make a rectangle and alpha it for the shape huh?

Why? Why can't it just be flat? Its not like someone is going to put a microscope to it in game.

This is NOT debatable. It is overkill. Don't believe us? Go find me a good attachment with the amount of polys on this one or higher. It IS overkill. There is no way around it. You simply don't use attachments that have as many polys as a building.

Usually, attachment poly counts are like 100 to 200. You heard it from PY and HT.
 
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