Hi, I'm Tina and I'm currently working on the Demon Edge - a sword from the Dota 2 universe.
Reference:
EDIT (progress):
This project is for a class I'm working on so for this week I'm focusing on finishing the high poly model. Here is the 'finished' mesh (Zbrush render):
Some callouts/other shots:
Replies
My first pass/attempt at trying to sculpt out the details of this particular part of the blade. I think I'm mostly happy with the shapes - so I'm going to go ahead and clean everything up so it doesn't look so.. mushy.
I made one too yome years ago. It is a very fun model to work on : )
Edit: just noticed I still use prt of it as my user pic here : D
I'm hoping to have these done and baked very soon!
I'm pretty happy with how the normals turned out The wrapping could be a bit more defined, so I'm thinking I'll go tweak the high poly yet again. I keep making changes that are so subtle that it barely looks like I changed anything.
But other than that, I think the bake turned out really nice! Going to tweak some things and then get right to texturing.
Also, unless you have a specific reason not to, you should be adding edge padding / dilation to your baked maps.
Adding in some edges to the blade, like you suggested, doesn't seem like it'd disrupt anything that much, so I can try to do that. Beyond that, though, there's not much I can do at this point - but I've noted your points.
As for the padding, it was set to 2 for these maps. I've been told different things in terms of what padding to use, so is 2 generally way too low? Is that a value you use for just simple props? I put in 2 simply because I was following an xnormal tutorial, there wasn't much explanation on it.