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Sword - DreamReaper


Marcus Aseth

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ok so I decimated the highpoly version & imported it into 3ds max from Zbrush to run some tests with the glow (this is not the low poly version & had nothing to do with it,just glow tests),I put the glow on the blade based on the darker areas of the ambient occlusion to have a rough preview of it & to have a better idea about where I am going for with this glow,so the first one have a nice distribution of the glow thogh I am not sure yet if I want it to be inside the runes (most probably not),the second one is an extreme glow version & on that one I like how the glow is showing inside the cracks on the end of the blade,that immage suggest me that the glow is not just a blue color in the cracks like in the first image,but is actualy a strong light/energy bleeding outside the cracks & illuminating a bit outside of them,so I am not sure yet how to achieve that in the ingame version but for sure that is the goal,probably I will try using a soft gaussian blur on the glow map to make this light bleed out a little bit,if that wouldn't be enough I will try to fake a bit of illumination into the diffuse

 

Story behind this blade: the story of this blade is that it is an ancient blade that was shattered long time ago. Then a legendary blacksmith put the pieces of the blade togheter & forged it back,using that jewel on the handle to keep the pieces togheter (sorry my english :biggrin: ) :happy:

 

 

http://img515.imageshack.us/img515/9015/38374998.png

Edited by Marcus Aseth
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Hi guys,got busy with other stuff but I want let you know I've started & I am working now at the low poly.The plan is to not hold down myself,as you can see from the image below I am not going to optimize as would usually happen with an asset for ingame,I will push this to 10,000 - 15,000 Tris because if you think about it,the weapon will be on 20% or something like that on the screen almost all the time (or at least during the fights) so I totally preffer putting some extra poly & got the best resoult possible (& also I am sure nowadays pc can hold it,also because there will be only one model of this ingame) :happy:

Also,putting extra poly I can later on take nice closeup screens for my portfolio :tongue:

 

http://img12.imageshack.us/img12/6348/85943801.png

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Done with the low poly & the unwrap,just got to pack the uvshell & do the bakes for normal map & ao,then textures.

 

But before that,I need some info guys,skyrim engine support only texture at 2048x2048 or I can go for 1024x2048?

Also,I think I will start by importing this ingame,just to have a preview from the player hand :thumbsup:

 

http://img812.imageshack.us/img812/5838/43822179.png

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@ throttlekitty: you right,the strips add almost nothing,but was cool so I can do a closeup for portfolio like the one in the image below,so I need those in place :P

 

ok guys,here the low poly model with normal map,ready for the texturing :thumbsup:

 

http://img546.imageshack.us/img546/1338/dreamreaper.png

Edited by Marcus Aseth
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