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[RELz] Ultraviolet Sword from the Movie


somrue

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xxXEvandarXxx, how would you like the UV Maps? Do you want it mirrored on both sides or have the whole surface unique?

I'd prefer to have it mirrored.

Oh and a question... is that chinese/japanese/whatever (I can't see the difference :unsure: ) writing writing on the blade?

rather japanese than chinese.....I am not sure about it :unsure: why?

Just wanted to know what to use as reference when creating the texture the sword, can't see the writing well enough on the pics.

just use this picture as texture

https://www.fantasyblacksmith.com/images/Ul...DELUXE%2042.jpg

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It is too low-res and the lighting washes out parts of it. End-result would be fuzzy with an odd reflection that would not go away. If there was a "good" shot of the sword, I wouldn't have needed to ask for somebody to texture it. ;) There might be a good shot out there but I have not seen one presented on this thread yet that would be acceptable in-game.

 

LHammonds

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UK47, the word you are searching for is Beveled.

yes it is what I was looking for ! thank

FYI - One technique that can be used to create the handle would be to create a very low-res version and apply subsurf or beveled edges. Tweaking the settings and the base model can yield a fairly low-poly end-result that has a nice effect. Then you could crank up the level of subsurf / beveled edges to a higher degree to create a normal map version of the super-smoothed form. Once you have the normal map of the high-res shape, you can then use that as your normal map or use crazybump to further tweak the results...such as adding creases or etchings based on the texture (such as the leather wrapings and symbol etches). That would let light reflect off those areas to give it a fake depth were there really is none.

 

EDIT: Gotta go, talk to ya'll tomorrow.

 

LHammonds

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UK47, the word you are searching for is Beveled.

yes it is what I was looking for ! thank

FYI - One technique that can be used to create the handle would be to create a very low-res version and apply subsurf or beveled edges. Tweaking the settings and the base model can yield a fairly low-poly end-result that has a nice effect. Then you could crank up the level of subsurf / beveled edges to a higher degree to create a normal map version of the super-smoothed form. Once you have the normal map of the high-res shape, you can then use that as your normal map or use crazybump to further tweak the results...such as adding creases or etchings based on the texture (such as the leather wrapings and symbol etches). That would let light reflect off those areas to give it a fake depth were there really is none.

 

EDIT: Gotta go, talk to ya'll tomorrow.

 

LHammonds

brilliant ! thank for the tip.

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xxXEvandarXxx, how would you like the UV Maps? Do you want it mirrored on both sides or have the whole surface unique?

I'd prefer to have it mirrored.

Oh and a question... is that chinese/japanese/whatever (I can't see the difference :unsure: ) writing writing on the blade?

rather japanese than chinese.....I am not sure about it :unsure: why?

Just wanted to know what to use as reference when creating the texture the sword, can't see the writing well enough on the pics.

just use this picture as texture

https://www.fantasyblacksmith.com/images/Ul...DELUXE%2042.jpg

As LHammonds said, it would look like crap in game. The OP asked for a high rez texture, and even scaling that image to an insane resolution wouldn't do any good.

Trying to create a normal map from that image would also be difficult, because of the lightning and lack of detail.

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