Marcus Aseth Posted November 26, 2012 Author Share Posted November 26, 2012 (edited) 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 November 26, 2012 by Marcus Aseth Link to comment Share on other sites More sharing options...
Marcus Aseth Posted November 28, 2012 Author Share Posted November 28, 2012 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 Link to comment Share on other sites More sharing options...
Marcus Aseth Posted November 28, 2012 Author Share Posted November 28, 2012 ok,only the blade & the sheath left to do,I do them this night & probably tomorrow I will be showing you the model with the normal map & ambient occlusion :) http://img20.imageshack.us/img20/2428/66901586.png Link to comment Share on other sites More sharing options...
Slaythought Posted November 28, 2012 Share Posted November 28, 2012 Fantastic work on this Marcus, looking forward to more updates. Link to comment Share on other sites More sharing options...
AGlobalThreat Posted November 28, 2012 Share Posted November 28, 2012 Wow dude, that's amaziiiiiing. Can't wait for this! Link to comment Share on other sites More sharing options...
Marcus Aseth Posted November 30, 2012 Author Share Posted November 30, 2012 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 Link to comment Share on other sites More sharing options...
throttlekitty Posted November 30, 2012 Share Posted November 30, 2012 Nice work! My only crit is that the wrappings on the handle don't need to be on the low poly, they add nothing to the silhouette, and would bake just fine. And delete the geo underneath the deco at the base of the blade. Non-square textures are fine. Link to comment Share on other sites More sharing options...
Marcus Aseth Posted November 30, 2012 Author Share Posted November 30, 2012 (edited) @ 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 November 30, 2012 by Marcus Aseth Link to comment Share on other sites More sharing options...
Issa 5 Posted November 30, 2012 Share Posted November 30, 2012 It's a very cool sword. :) The large gap in the middle of the blade looks a bit awkward though-could you consider a version without it? Either way, the weapon looks great! :D Link to comment Share on other sites More sharing options...
Slaythought Posted November 30, 2012 Share Posted November 30, 2012 Hey Marcus, to answer your question. Skyrim supports 1024x2048 :) Great work on the sword! Link to comment Share on other sites More sharing options...
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