I'm working on modelling a Roman Gladius with the mesh quality for a 1st person game or a highly detailed 3rd person game.
I've finished the high poly models and i have just UV'd the scabard the blade and handle and baked the base textures and normals but before i move onto texturing i wanted to get some feedback just in case i need to make adjustements.
Here is the reference (not exactly going for this)
*LATEST*
So i moved everything to one texture space and the model is still looking alright. I'm having trouble figuring out how to tackle texturing this (i'm going for portfolio quality here). (PS: Diffuse and gloss here. No Metalness map applied)
[SKETCHFAB]067dde202c6e426c8bfe039866019bc6[/SKETCHFAB]
Replies
I would suggest you investigate the polycounts of current-gen weapon assets just to make sure you're close, as anyone viewing your portfolio will want to see wireframes and counts.
It's a little outdated but the fundementals are there.
[ame]https://www.youtube.com/watch?v=Gnh01WJOK8o[/ame]