Hello everyone, this is my first post on polycount so here we go.
So I'm just starting with 3D for games, the purpose of this project is to get familiar with PBR and map baking. I'm working on a chinese straight sword (also called jian) used in taijiquan and wushu, let me know what you think.
Also, I'm starting with the retopology and this question cross my mind:
What do you think would be the best approach for the UV layout of such a long object? should I cut seams across the blade? or maybe a rectangular map and leave it in a single long UV shell? or what is the standard take on this kind of thing?
Replies
Cutting across the blade was showing the seams on marmoset, not sure why. So in the end I did one shell for the blade (mirrored UVs) and a rectangular map bake to get a little more resolution.
This is the low poly version around 5k tris, with normal map on marmoset, I also got some ambient occlusion and curvature maps and I hope to be texturing soon. Feedback is welcome
And this is how the UVs and maps are looking so far:
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So I finally got some free time to texture this one, I will call it finished now and move on.
In the end i has 5.2k triangles and 2k textures for albedo, rough, metal and normal.
Marmoset Viewer: https://www.artstation.com/artwork/jian-straight-sword
Leave your critics and comments, thanks!