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Sword wip
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Sword wip // Work in Progress
Post by jayr // Apr 17, 2007, 5:10am
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jayr
Total Posts: 1074
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something i've started for an animation. Still doing character designs but decided to try modeling a sword as i've never done one before let me know what you think. The hilt will have more decoration on it when it's done just wanted to get the blade right first. Textures are the tarnished silver and gold from simbiont
http://www.lothissen.co.uk/Images/sword01.jpghttp://www.lothissen.co.uk/Images/sword03.jpg
http://www.lothissen.co.uk/Images/sword02.jpg |
Post by kena // Apr 17, 2007, 5:22am
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kena
Total Posts: 2321
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Looks like a good functional sword. Blade is not mirror bright like some people try to do, but to show a sharp edge, you might want to either lighten it or give it a shinier texture. Just the edge, the flat of the blade is perfict. The grip looks more molded than wrapped, but for a game or animation, that may not matter. However the squared off ends of the Guard, you might want to make a bit bigger and bevil them so they dont' cut your character's hand.
I like the way you did the fuller. Not too deep and not too shallow. |
Post by jayr // Apr 17, 2007, 5:40am
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jayr
Total Posts: 1074
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to show a sharp edge, you might want to either lighten it or give it a shinier texture
i was concentrating so much on getting the tip right i missed that, i'll put it right soon.
However the squared off ends of the Guard, you might want to make a bit bigger and bevil them so they dont' cut your character's hand..
Hadn't thought of that, probably will end up beveling it. |
Post by jayr // Apr 17, 2007, 12:47pm
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jayr
Total Posts: 1074
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added a 'sharp' edge texture and a bevel to show something holding the blade into the hilt
http://www.lothissen.co.uk/Images/sword007.jpg |
Post by TheWickedWitchOfTheWeb // Apr 17, 2007, 2:31pm
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TheWickedWitchOfTheWeb
Total Posts: 858
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I like this a lot and the lighting is wonderfully atmospheric. The 'sharp edge tex' looks a bit more like an electric blue glow though. Don't know how you've done it so it's difficult to comment or make suggestions. The obvious is to use a layered texture and alpha maps but if you start layering Simbionts they can get a bit grumpy! You could render out a large plane with the Simbiont texture on it and use the result as a texture map to overcome the problem. I've done that before.
Anyway, keep it up, it's looking real nice. |
Post by kena // Apr 17, 2007, 3:57pm
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kena
Total Posts: 2321
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yep - you are definatly getting there. I would try different metal textures on the edge. It will probably mean you have to paint them on, but it can defnatly be worth it. |
Post by jayr // Apr 18, 2007, 1:04am
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jayr
Total Posts: 1074
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i've put a blue light in the background, the 'sharp edge' is just the edge painted with the tarnished silver shader with the tarnish turned to 0 and the reflectivity turned up, it does look like a glow though... |
Post by jayr // Apr 18, 2007, 1:06am
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jayr
Total Posts: 1074
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The obvious is to use a layered texture and alpha maps but if you start layering Simbionts they can get a bit grumpy! You could render out a large plane with the Simbiont texture on it and use the result as a texture map to overcome the problem. I've done that before.
i've done that before too, using alpha between 2 simbiont textures, grumpy isn't the word for it.... |
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