This WIP caught my eye as I happen to be doing a Executioner's sword for the Knight, which usually had a square-ish tip just like your broadsword skin!
Keep in mind these swords do thrusting/stab damage in-game and straight tips shouldn't really pierce through plate armor :P
Remember they don't really want too fantasy-y skins in their game, so based on that functionality, I've been thinking on how to do a tip that looks square-ish yet one that looks like it could perform a stab convincingly.
If your idea is that of a fragmented sword you probably have more room to innovate on the tip and make it very menacing, thrusting wise. If you haven't played Chivalry a lot, know that the broadsword is known particularly for its stabbity stabs.
@Alphonse: Thanks for the "tip" LOL...hahah, but in any case, I haven't played but I will take the stability into consideration and will probably adjust it accordingly. My approach to this was a damaged king's sword that was refurbished you could say to be affordable for the commoner.
@9thKnight: Im installing the game at the moment but I'm familiar with importing custom weapons into UDK so I believe it should be simple enough...but once I figure it out feel free to ask me any questions you might have.
Cool, thanks! I am familiar with importing static meshes and all into UDK, just didn't know if Chivalry needed anything specific or skeletal meshes or what. I noticed in the rules, the helmets needed skeletal rigs. Did they have one to download to reference the structure they're using in Chivalry do you know?
With some quick help from Lucas of TornBanner I was able to properly get my mesh into the game. After some tweaking I've finally got it lined up correctly.
[IMG][/img]
Ignore the messy texture, I used the original textures as place holders. This way I can just reimport my files without having to set up a new package.
Went back to change and finalized the sword...adjusting a few more things on the mesh before zbrush....still can't really decide on which version though...
Cool man, this is coming along nicely. I'm really liking how rough it is.
How difficult was the process of getting the weapon in game and working with a character? I ran through the tutorial yesterday about setting the weapon in the engine and applying the shader, but haven't figured out how to see it attached to a character.
Hey Brandoom, currently the only way Ive managed to see the weapon on the character after importing it to the SDK is to preview it in the sockets manager of the character. Later on I'll probably extract the Mason Man at arms mesh (if possible) and import him into UDK to get a good shot. I'd thought about adding the custom weapon to their scripts but I wasn't sure if that would mess up the game when I connect to their server.
I was thinking of having metal engravings all over the handle but after I did it and zoomed out to where the weapon would be seen; it was way too noisy. I might just make it black or maybe put a wrap on it.
For the final touch on the high poly the blade looks like it has space for whatever this concave shape is called, I forget. Makes the blade lighter though.
I had thought about adding the fuller but I would've had to go back and modify the tip of the low poly. At this stage I didn't want to go back that far....
...Or maybe I can just have the fuller taper off as it nears the top...hmmm, I'll give it a shot when I wake up
You might be able to put a fuller in but just don't have it go to the tip. Could just mask that area out in the high poly, blur the mask a bit and inset it.
I'd just put the fuller where there is space, doesn't have to be accurate, just something to fill that space up. It can be a short fuller or something. Look cool is #1
Thanks fellas!
McGuire, the only way (as far as I know) to see your weapon on their character is to find his mesh in the SDK and preview it in the socket manager.
Thanks fellas!
McGuire, the only way (as far as I know) to see your weapon on their character is to find his mesh in the SDK and preview it in the socket manager.
I've added the additional mesh in the scene, how do I attach it to the socket?
That's one demonic direction you're taking that :P. If you do go that way, maybe make the crosses on the crown a bit smaller or maybe like an ornate royal cross?
I like the second one. Although, I would redesign the face mask just a little. Still use the grate like you have it but cut it off about half way up and do a full metal plate across and make it kind of a jagged shape or something. What do you think?
If Id were you I would kill the grating. Its too easy for an arrow to slip by and kill the knight, which seems like 1 in a million shot,but its exactly what happened to the English king in 1066 when an arrow flew and hit him right in the eye. If you keep the grate,tighten it up a bit.
I had thought about that but I might work it into the crowns ornate design or something...I was looking over the Mason's helmets and I didnt see any that had an eagle prominently displayed so I didn't go that route.
Replies
Keep in mind these swords do thrusting/stab damage in-game and straight tips shouldn't really pierce through plate armor :P
Remember they don't really want too fantasy-y skins in their game, so based on that functionality, I've been thinking on how to do a tip that looks square-ish yet one that looks like it could perform a stab convincingly.
If your idea is that of a fragmented sword you probably have more room to innovate on the tip and make it very menacing, thrusting wise. If you haven't played Chivalry a lot, know that the broadsword is known particularly for its stabbity stabs.
@9thKnight: Im installing the game at the moment but I'm familiar with importing custom weapons into UDK so I believe it should be simple enough...but once I figure it out feel free to ask me any questions you might have.
couldn't get past an error in the ChivalrySDK so I just grabbed their mesh to compare the weapon in game...looks right .
[IMG][/img]
Ignore the messy texture, I used the original textures as place holders. This way I can just reimport my files without having to set up a new package.
How difficult was the process of getting the weapon in game and working with a character? I ran through the tutorial yesterday about setting the weapon in the engine and applying the shader, but haven't figured out how to see it attached to a character.
Zbrush details...
https://darksword-armory.com/wp-content/uploads/2012/10/Damascus-steel-guardian-sword-blade-detail2.jpg
...Or maybe I can just have the fuller taper off as it nears the top...hmmm, I'll give it a shot when I wake up
update with bakes done and rendered in Toolbag2 with Normals and AO as diffuse to test.
/tried it with the fuller, looked awkward and took attention away from the rest of the sword.
Also, that's some really nice texturing for the high-poly!
@ Notes - Yeah, that is some great sculpting! Can't wait to see it in engine with some shader goodness.
McGuire, the only way (as far as I know) to see your weapon on their character is to find his mesh in the SDK and preview it in the socket manager.
I've added the additional mesh in the scene, how do I attach it to the socket?
EDIT: I got it from clicking around - Thanks
What the spec ended up looking like.
did a few more sketches but still leaning towards the," I don't know how to build a helmet for protection" helmet.
Just have to add more details and nudge things along...
Tweaked the sword a bit...calling this one done.
thought about covering up the face a bit...yay or nay???
functionality aside I was just considering the aesthetics of it
Calling it done