Hi! This is my first thread on polycount and its not that big.
I'm just finishing up my uni term, and I'll be going home for christmas in a few days, but I can't take my PC with me. So I would really like to model something completely finished before I go home - I've never made anything with a full low and highpoly mesh, bakes it textured it, spec mapped etc. etc. And I really feel like I should have by now!
So because It will be my first time doing all this stuff on one model, I thought I'd post my progress here so I can get crits at every stage. I'm looking for some hard crits, but if I miss anything I'll try and revisit this in the new year when I have more time!
Blah blah blah. On to the work! I want to make an interesting fantasy sword after being inspired by alot of
awesome stuff in the last dominance war. so after doodling for about an hour I came up with this, and painted some rough colours over.
I guess thats not much but I want this thread up to get me motivated!
Replies
Your concept looks good enough, get at it!
http://www.pixlode.com/upload/578d_swordhelp1.png
for the handle, I was thinking about making it a seperate element. Is this bad practice? should it be once continuous model or is this a good way to save polys?
its a great way to save polys, there are some problems you could run into by doing this but for a sword handle you will be good
http://www.pixlode.com/upload/1c2f_swordhelp3.png
anywhere I should cut down on the polycount? add more detail? I set myself an arbitary limit of 500, but I've probab;y been wastful somehwere...
this wouls dave quite a few tris as well:
it looks good so far though!
Snader made a good outline for you, and I can't tell from the pic; but the inside part of the sword (part that snader didn't draw on) should be a seperate peice if it isn't already.
Coming along nicely btw.
Any crits? Also, A point in the right direction to how to bake this to my low poly would be much apreciated. Im looking around, but the more help the better
Andrei Ichim provided a simple but great normal map tutorial especially those unfamiliar with them and still learning (like myself in which I always go back to referencing to). You can find this tut here.
http://www.game-artist.net/forums/spotlight-articles/43-tutorial-introduction-normal-mapping.html
its just, when you get the normal map, it will show this, but it will be like 2 pixels in width, and you might as well draw that by hand. so..it wont really help out.
you see your skull would make a great normal bake because it has a lot of varying angles in respect to the normal vector. whereas the handle is flat with a tiny sliver of extrusion. remember normal maps cant catch things going vertical (or straight in).