interesting take, out of curiosity, why did you bake down the color gradation on the sword itself? im referring to how the sword goes from blue to silver? thats the only thing that seems odd to me at the moment
Hey man, looks really cool. I feel like you went a little over board with the edge mask damage. I'd also suggest adding a (very) slight bit of light blue emissive to the blade, to give it that magical glowing look you'd expect the sword to have. Lastly, your presentation is a bit weak. Just renders of the sword vertically and another one horizontally are a bit boring, would be interesting to see the sword at an angle, taking up as much room on the screen as possible.
It seems like you were trying to show some sort of environment reflection on the metal. If so adding some sort of environment in your render will solve that. Perhaps ashervisalis suggestion could help as well. Make your diff all one color and add some glow.
I just realized that the UV mapping doesn't seem too even. The handle has far more pixel density than the blade. You might want to avoid that in future projects?
I just realized that the UV mapping doesn't seem too even. The handle has far more pixel density than the blade. You might want to avoid that in future projects?
btw @Ashervisalis i scaled the handle up so i wouldn't have unused space, there is nothing else to scale up, and the blade is at maximum scale. If i make any changes i will post
Sometimes when a long piece is scaled up to the max UV space, I'll throw an edge loop in the middle so I can cut the UV island in half, and then double its size/texel density. You can easily texture this properly in Substance Painter with the blade being multiple islands, and it doesn't increase the poly count by too much, but it does increase texel density by a huge factor.
Sometimes when a long piece is scaled up to the max UV space, I'll throw an edge loop in the middle so I can cut the UV island in half, and then double its size/texel density. You can easily texture this properly in Substance Painter with the blade being multiple islands, and it doesn't increase the poly count by too much, but it does increase texel density by a huge factor.
Good idea i will do that, i was just thinking about minimizing the number of uv shells
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I don't know. How else could it be done?
The sword looks super dope, good job
The turquoise is from the reference picture, i hand painted it.
okay i will fix it thanks.
i scaled the handle up so i wouldn't have unused space, there is nothing else to scale up, and the blade is at maximum scale.
If i make any changes i will post