jroin Posted July 17, 2008 Share Posted July 17, 2008 Erm...shouldn't you make the bottom part of the blade a bit wider, or that would snap in real life. At that width. If swung hard enough. But that I could possibly make. I'll try my luck at it! I thought you were going to say that.., you can chainge the angle if you want. I do have an other (pretty) "simple" idea..., I need it for a race mod I'm working on though. Link to comment Share on other sites More sharing options...
shadowace Posted July 17, 2008 Share Posted July 17, 2008 Well err, get your other ideas on here. And people post your images, of swords. I will make whatever I can! Link to comment Share on other sites More sharing options...
Craymusin Posted July 17, 2008 Share Posted July 17, 2008 I could design for you a nice straight bladed sword... I'll get on it. Link to comment Share on other sites More sharing options...
shadowace Posted July 17, 2008 Share Posted July 17, 2008 Cool cool thanks! These straight blades are only until I get good enough to do harder ones! Link to comment Share on other sites More sharing options...
jaysus Posted July 17, 2008 Author Share Posted July 17, 2008 @shadow i started doing straight blades too by forming the whole sword out of a box but that prooved to be tedious eventually...try making the outline with lines and splines (if possible without automatic curvature/bezier/smooth) then connect the points of it so that you end up with only triangles and quadsalso create the "natural lines" of a sword that way (aka the edge between blade and guard, etc) then you only need to apply a surface modifier or fillfaces (blender) thing and you have the basic shape which you only need to turn to 3d by extract polygons or shell or whatever means blender offers dunno (you can even make the whole 3dimensional shape just with splines if the shape is very hardcore in all dimensions but keep that for later)this way you can easily do really crazy shapes with ease :) i also have to disagree with bonsai on the "doallinoneplane" technique cause as i said itll be hard to define the borders later instead do each plane for itself except those that are on one level and then move the unfolded "fields" next to each other on the map so yo can easily see the bordersthis also gives better control later in the texture editing step regarding material differences and border effects like that shine around the edges i talked bout earlier... Link to comment Share on other sites More sharing options...
shadowace Posted July 17, 2008 Share Posted July 17, 2008 Ok well, wheres my thanks for trying to keep this topic alive? I'm taking over your job (if I can get this down, which I'm 103% sure I can do this)! Wheres my thanks? Link to comment Share on other sites More sharing options...
jroin Posted July 17, 2008 Share Posted July 17, 2008 Ok well, wheres my thanks for trying to keep this topic alive? I'm taking over your job (if I can get this down, which I'm 103% sure I can do this)! Wheres my thanks? In the Credits :P Link to comment Share on other sites More sharing options...
shadowace Posted July 17, 2008 Share Posted July 17, 2008 Woo my first Kudos!! I'm so excited! Link to comment Share on other sites More sharing options...
jroin Posted July 17, 2008 Share Posted July 17, 2008 BTW.., Shadow, what is in your capebilaties with Texturing??? (think in the direction of glowing stuff) Link to comment Share on other sites More sharing options...
shadowace Posted July 17, 2008 Share Posted July 17, 2008 Err, glowing stuff, like uhh luminosity maps? Can't do this if that's what your talking about. Sorry! Link to comment Share on other sites More sharing options...
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