Actually, there is no specific reason. I just would like to create the integral (One-Material) knife which is the handle and blade are the same, but the sharpness.
If someone created it in the real life, whole material is same. But blade is very sharp yet handle is very dull. So, people can graph it without cutting their fingers.
Needs a better and more interesting lighting and camera set up. 3 point lighting set up.
Needs roughness variance/noise on the surface, or at least lighting that communicates it's there.
It doesn't make sense the bas relief of skulls would also be on the striking edges. Why would the end of a blade that makes contact with surfaces to damage have an intricate design on it?
Looks improved, it's just the presentation that's hampering it. Look at how tthe axe photo above is set up as a template.
Replies
Actually, there is no specific reason. I just would like to create the integral (One-Material) knife which is the handle and blade are the same, but the sharpness.
If someone created it in the real life, whole material is same. But blade is very sharp yet handle is very dull. So, people can graph it without cutting their fingers.
Sharpening is polishing to a fine edge. Therefore, the sharpened bevels should be shinier, smoother, more uniform, than the rest of the object.
Kind of like what you see here:
Or here: [Link]
Sorry for late answer. Recently, I try to focus on the substance painter job.
I just modified the blade as you suggested. However, It does not looking good well yet. I will fix more, and upload it as soon as possible.
Thanks.
I hope you like it
Needs roughness variance/noise on the surface, or at least lighting that communicates it's there.
It doesn't make sense the bas relief of skulls would also be on the striking edges. Why would the end of a blade that makes contact with surfaces to damage have an intricate design on it?
Looks improved, it's just the presentation that's hampering it. Look at how tthe axe photo above is set up as a template.