My first sword for Chivalry. Minus the two prongs that look rather painful for the wielder, which i won't be putting in although i really like them. Its been very difficult to interpret the reference and im probably going to change this around a lot before im done.
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Based off the reference, I would say some the edges should be a bit harder. for example the crossguard looks to have a diamond/square profile in the reference, but in the model it looks more cylindrical.
Just a thought, keep going!
Dimensionally, i assume this works. I plan to raise the grip area just a bit to where the hand looks like it grabs the normal broadsword. But i assume the blade thickness is okay to be a bit thinner like it is?
Yikes, after modifying the shaft of the sword above the hilt, the whole thing is starting to look pretty fantasy looking. Chivalry devs, should i omit that part do you think and also maybe the bits jutting out on the sides? Im fine either way.
I plan to make the texturing pretty basic, one material for the shaft unlike the reference, only one or two metals for the whole sword, dark felt handle, no extravagant colors, subtle colors, no gems . Just dark felt and metal in various conditions. What do you think, or do i just need to submit something and find out later. Must be a little challenging to deal with curators me thinks :thumbdown: :thumbup: :poly122:
1. Can i have triangles in my LP?
2. Can i have floating geometry in the LP? (My handle grip pieces don't touch each other, for example)
3. I noticed the Chivalry broadsword doesn't have any faces on the edge of the sword, its just open. Is that to keep the normal creating black edges?
4. Is the width of my sword okay to be a broadsword skin?
5. I plan to raise the hilt up a little bit so the grip position is in the right place, this will raise the crossguard position up a little bit. Is that a problem? The blade ends will still terminate at the same point.
Yes. Float away!
Wow, umm... that's weird... just pretend you never saw that. That's like that for no reason.
I can't see your recent images though. I see they're all google drive, they might not be public or something? You might want to open this thread up in an incognito window to double check what everyone else sees.
So on the last image, those creases are all in the same smoothing group and in the same UV island. That is the Substance Painter viewport with just a test material applied. I exported FBX with the smoothing group option and the split vertex option enabled.
If anyone has any ideas, please let me know.
I'll will post the wireframe in just a sec.
You should probably bake your normal map directly in Painter to avoid these artefacts.
I baked the map at 4096x4096, but im using 2048x512 for the diffuse and spec, which is also how i laid out the UV to paint with. Do i need to stretch the square normal map in photoshop to use with the 2048x512 map or does SP work with the two different sizes automatically?
Just one question if you can spare a few seconds to answer.
Assuming i've gone through the steps correctly, is what im seeing in the editor window what i'll basically see in the game, or can there be big differences?
However as lighting situations can dramatically affect the look of your model its best to look at it in multiple levels.
If you are having troubles with getting the model in the game feel free to PM me or email me with any questions. Really dont hesitate at all.
Finally.... Man that took awhile but i finally got around to finishing it. There you go. Right there. Done. Harnessing the power of Substance Painter i was able to do what i wanted pretty quickly, just added a few fill layers and masks and there you go. This is the massive power of Substance Painter... right there..in that photo. Thanks to all for the help along the journey to reach the destination, this destination.
Will update tomorrow.
*Drops mike*
Edit: Btw, i just wanted to say that i really am a huge fan of Substance Painter, i put that joke sword together in just a few minutes, plus some time for not knowing that alphas had to have an alpha channel, thought they just went off of value. This was all photoshop on the real one.
Looking great, bastian!
no seriously good work on the texturing.
The only other concern i had was this quote from the workshop item guide listing how to market items: "Not crop key portions of the featured item(s)". Here is the pic, which has the whole blade too, but some cropped sections as well. Let me know if that is a problem. I plan to try and add more in-game pics when i figure out how to get them in.
Steam is verifying my tax info. I went ahead and filled it out just in case it gets picked. Might take up to 48 hours they said.
The blade itself looks a bit antique and dull, but if that's the look you want it's ok. I probably would prefer to fight with a well maintained, sharpened and polished weapon.
..I got the result in the follow screen. I assume its fine, but i just couldn't imagine how a big box would help anything.