Game Res Katana
Hi everyone! First post here on Polycount, I've been working on this katana for about a week or so now, was hoping to get some crits and advice on how I can improve it. Wasn't sure if it was interesting enough to post but here goes. The final model is 437 tris overall, I'm not sure if that's a bit low for this kind of asset. It is supposed to be a model that will only be seen in third person, and I used the third person weapon models in UT3 as a vague count to aim for though my model is still a much lower count than any of these, though it is a lot less complex. Normals were baked from a high poly model created using SubD modelling techniques, and the texture was created using photos. Not sure about the specular map being correct, I haven't used colored spec maps before but as I understand it dialectic materials reflect light that is the same color as their surface. The model is displayed in the Max viewport using Xoliul's shader and a three point lighting setup. Sorry the screenshots are a little bland, I'll be sure to present it better when it's finished.
![Katana1.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Katana1.jpg)
![Katana2.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Katana2.jpg)
![Katana4.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Katana4.jpg)
![Katana5.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Katana5.jpg)
![Katana6.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Katana6.jpg)
![Katana7.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Katana7.jpg)
Textures (1024x512) Diffuse, Specular, Normal![diffuse-2.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/diffuse-2.jpg)
![Specular-2.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Specular-2.jpg)
![Normals-2.jpg](http://i1111.photobucket.com/albums/h478/robkinsons/Normals-2.jpg)
Replies