Heh, I'm making a scimitar at the moment too and my crossguard bears some similarity to yours. Could you spend more verts making the curve of the blade smoother, or the Pommel rounder?
Try and make a version that disregards (for the most part) poly / tri counts that you can use for a normal map which will increase your low poly at little extra resources. Solid start though
So do you mean I should create a low poly model and rely on the normal for details? That is basically what I am doing for this model now. I can't afford zbrush so I don't even really have a specific normal for this model.
You could still use a high poly version to get normals to make the low poly look smoother, or for other small details. On my scimitar I've used half a tube along the blade, which bakes out to make a blood groove. The high poly model's handle is also a lot smoother so the normal map captures that and helps a little there.
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