ihateregisteringeverywhere Posted November 8, 2008 Share Posted November 8, 2008 First of the weapons doesn't have to be a single mesh and the different meshes don't have to use the same textures. Which's playing into our cards because if the whole weapon had enviromental mapping it would look horrible :P. Trust me. Anyway, just sepparate the blade from the crossguard/hilt. Give the blade an enviromental map and you're all set. But yes, you're right, in case you'd like to have all of that in a single mesh, with a single texture, then you could controll the shinyness with the specular map by - as you've said - making it very dark(but not black, no material's realy unreflective, it would also make your texture look very flat because your normal map couldn't be used(if there's nothing to reflect then it doesn't matter how you reflect it)). However the problem would be that you would still see the enviromental map on the rest of your weapon - which isn't desirable. Therefore I strongly advise you to divide your sword into two(or more) meshes :). Link to comment Share on other sites More sharing options...
Khet Posted November 8, 2008 Author Share Posted November 8, 2008 Alright... so then how do I make say the blade and hilt seperate meshes? I've already made the entire weapon in Blender as a single object. Would it be easier just to use the alpha information to control the reflectiveness instead of trying to seperate my blade from my hilt? Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted November 8, 2008 Share Posted November 8, 2008 I'm sure blender has ways of seperating a mesh. In max you just select the desired faces and click on "detach". I just can't advise you to do it with a spec map, mostly because of the Enviromental map. It would be a'ok undernormal circumstances but here you're pushed to either having a totaly flat material on the rest of your weapon or seeing weak reflections on the rest of your weapon - it'll look awkward one way or the other. By diving the mesh you'll be able to have the perfect textures for both. You know, it's realy hard to understand unless you try it out yourself. I didn't quite grasp the concept before trying either. Link to comment Share on other sites More sharing options...
Khet Posted November 8, 2008 Author Share Posted November 8, 2008 Eh, I'm gonna give 3DS a shot. I kind of know my way around that program since I messed around with it on my brother's computer and he was nice enough (for once) to let me install it on mine. I found a 'split' option in Blender but it still considered the blade and hit as one mesh. *shrug* Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted November 8, 2008 Share Posted November 8, 2008 Wait, maybe someone like LTD can give you an advice on how to do that, I'm fairly certain that blender does have such a function. It just must. Anyway, in case you wana do it anyway you can juggle models between blender and max in the .obj format. Link to comment Share on other sites More sharing options...
Khet Posted November 8, 2008 Author Share Posted November 8, 2008 I'm sure it does and I just don't know enough about it to do it. Ah well, exporting it into 3DS and detatching then importing it back into blender worked. Right now I'm in the process of re-unwrapping the mesh for UV.... it's gonna take me forever again. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted November 9, 2008 Share Posted November 9, 2008 I usualy aproximate what textures I'll need, do the textures and fit the UV mapping into my premade textures :) . Saves lotsa time if you... aproximate right ;D. Link to comment Share on other sites More sharing options...
Khet Posted November 9, 2008 Author Share Posted November 9, 2008 Eh, it's not so bad really. It's just a bit time consuming. I've gotten the entire blade and hilt done. I'll do the crossguard later, right now I'm trying to figure out how to get a script working for my mod. If you're good at scripting too mind popping over to the troubleshooting and check my thread? :biggrin: Either way, thanks for all the help to you and others that posted here. With your tips it's certainly made things a bit easier for me, though my texture still didn't look very good. Ah well, all in due time. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted November 9, 2008 Share Posted November 9, 2008 Show us a screenshot mate! Also there's this very VERY old program called 3d studio - worked under dos and is way older than 3ds max. You remind me of that atrocity every time you say 3ds without max lol ;D. Link to comment Share on other sites More sharing options...
Khet Posted November 9, 2008 Author Share Posted November 9, 2008 3ds 3ds 3ds! *cackles* :whistling: And umm, screenshot of what? I meant I have the blade and hilt unwrapped for mapping. Though I have some concepts for the blade (which I did on the original texture) I couldn't get the pommel to look decent, nor could I figure out something for the crossguard so I got a bit lazy on that one... and the hilt could have used a TON of work. But aside from all that, I liked the way my blade turned out! Link to comment Share on other sites More sharing options...
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