I'm very new to modelling and I saw this post: http://www.polycount.com/forum/showthread.php?t=146928 and wanted to do my own blade. I've never done any baking or normal mapping, so I'm going to skip that bit. Wish me luck!
Should be interesting what you end up with. In regards to the baking, it shouldn't be too difficult on a model such as this. I recently used xNormal (it's free), when I needed to quickly bake a model and it was ridiculously easy to use and the results were pretty good. I recommend trying it, see what you can do with it. From there you could learn how to bake normals in your modelling package.
Why ? O_o I thing you need to work a bit more on UV before you jump to texture. There's a LOT of waster space, you have 2 separates uv sets, density doesn't work at all.
you need to maintain equal pixel ration through out your prop.
TO show this throw on a checker material that has been tiled 10-15 times and adjust the UVs so all the squares ARE square and the same size.
Also the concept shows a lot more detail in the handle than you are showing. Try and work on one piece at a time. This has a LONG WAY to go to being a first pass.
I agree with Odow, you get a better result with a good uv setup. Are you working with a highpoly? If so you could sculpting your details direct on your mesh,
I think the normal details would give your model a more interesting looking structure.
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my first edition. Critique please!
@doomprodigy:
TO show this throw on a checker material that has been tiled 10-15 times and adjust the UVs so all the squares ARE square and the same size.
Also the concept shows a lot more detail in the handle than you are showing. Try and work on one piece at a time. This has a LONG WAY to go to being a first pass.
I agree with Odow, you get a better result with a good uv setup. Are you working with a highpoly? If so you could sculpting your details direct on your mesh,
I think the normal details would give your model a more interesting looking structure.