I fixed a bunch of little things, smoothed out some areas and moved some things around.. which strangely enough caused a whole new batch of problems. Turned out there was some hidden geometry that wouldn't unhide. Thats fixed, now i'll just need to do a decent unwrap and see where I stand.
I took a small flat section of an image and fiddled with it until i had enough to cover the whole handle in my UVs, then brought it into crazybump then overlaid it with the original. Had to mess around with the engraving a bit to make it look right but I think i'm heading in the right direction
grade A knife play my man.
The edge is the only thing that's slanting my smile at the moment. I think you said it was a specular issue earlier. Once it gets tended to let's hope its the end of your technical problemas.
let's see this one finished! don't let the bed bugs bite!
So i've run into some problems that have basically put me a few steps backwards... Something is going on with my low poly that shows through the normals in marmoset thats driving me crazy...
I've tried damn near everything to correct this but still no dice. The only thing that i can come up with is that some exporting options got changed, which i'm not too familiar with yet.. but i'm not sure.
finally back on track.
I guess i had moved some verts w/ preserve UVs turned on then moved something else around. After messing around with it for a while i just said screw it, re-unwrapped it, rebaked and retextured the blade.
there looks to be disobedient verts on the figner rises on the canvased handle piece giving you weird shading.
you may want to experiment with making some of the bevels on your hipoly model larger to see how they effect your normal maps, some might be a little too tight.
keep damage on separate layers and try your best to keep them simplified in number so that it will be easier to transfer to your other texture maps. lets see some base materials; get base colors and spec/gloss down and overlay an ao. what problems are you having with the rope? that shouldn't be too much of a challenege, IM me if you're having major snags. and i do want to see the holster if you have it in you.
I dig the metal grunge on the blade, might look good on the back of the knife too, where the loop is, where a string or something was used to fasten it. I dunno, looks friggin' good. Can't crit much at all.
The handle could possibly use more character, not sure if you were still working on it. Maybe some subtle smudges here and there since the knife's obviously seen some use.
I spent most of yesterday tweaking the grip but i'm still not 100% happy with it. Good call on the end where the rope goes through.. I was gonna add the rope after i'm done with the texture but i didnt think to add some wear where the rope has been. I'll add that when i get home from work and see if i can get the grip buttoned down.
Yeah good call on the handle. The metal as it is is pretty good, im not sure how you're doing it now, but the difference between the painted section and the sharp section should mostly be in the spec(as that area is way brighter in color, its way shiner). With only a little difference in the diffuse.
So just a little brighter in the diffuse for the sharp
And then a LOT of contrast in the specular, the painted metal being very dark in the spec and the sharp metal much brighter.
daaaaayum, looks fuckin awesome man! I would love to gut someone with this in a game. U gonna make the rope? I think it could add some more character to it.. Or perhaps some dried blood stains on the handle?
The darker splotches on the blade are IMO too defined, smudging them out a bit and setting the layer to... multiply would work out better I think. Maybe add some discolorations?
i've been following this thread for quite a while man... you've put a lot of effort into this thing and it really, really shows in the final product. excellent work dude. i can't wait to see the finished sheath, scabbard, holster, what have you.
I've been following this thread too, and it's amazing how you struggled and been going on making it right with the help and support of polycounters, this community rocks. Congratulation for the great outcome, looks perfect, I wish I could swing it... uh!?!
Replies
I fixed a bunch of little things, smoothed out some areas and moved some things around.. which strangely enough caused a whole new batch of problems. Turned out there was some hidden geometry that wouldn't unhide. Thats fixed, now i'll just need to do a decent unwrap and see where I stand.
thanks!
Been working on the rope as well but thats been causing some headaches so i put that on hold for now. :poly122:
how'd you go bout making the 2ndary bump?
I took a small flat section of an image and fiddled with it until i had enough to cover the whole handle in my UVs, then brought it into crazybump then overlaid it with the original. Had to mess around with the engraving a bit to make it look right but I think i'm heading in the right direction
The edge is the only thing that's slanting my smile at the moment. I think you said it was a specular issue earlier. Once it gets tended to let's hope its the end of your technical problemas.
let's see this one finished! don't let the bed bugs bite!
I've tried damn near everything to correct this but still no dice. The only thing that i can come up with is that some exporting options got changed, which i'm not too familiar with yet.. but i'm not sure.
Any ideas??
i don't have shapes/lines and hidden objects checked. not sure what's causing your problems
I double checked the smoothing groups, adjusted the mesh and rebaked the normals and ao like 4 times tryin to fix this. Hopefully this works.
*crosses fingers*
finally back on track.
I guess i had moved some verts w/ preserve UVs turned on then moved something else around. After messing around with it for a while i just said screw it, re-unwrapped it, rebaked and retextured the blade.
Next.. add some darnage.
you may want to experiment with making some of the bevels on your hipoly model larger to see how they effect your normal maps, some might be a little too tight.
keep damage on separate layers and try your best to keep them simplified in number so that it will be easier to transfer to your other texture maps. lets see some base materials; get base colors and spec/gloss down and overlay an ao. what problems are you having with the rope? that shouldn't be too much of a challenege, IM me if you're having major snags. and i do want to see the holster if you have it in you.
Thanks to kp for the extra set of eyes. :poly122:
I dig the metal grunge on the blade, might look good on the back of the knife too, where the loop is, where a string or something was used to fasten it. I dunno, looks friggin' good. Can't crit much at all.
The handle could possibly use more character, not sure if you were still working on it. Maybe some subtle smudges here and there since the knife's obviously seen some use.
Anyway, almost there, congrats. Totally awesome.
I spent most of yesterday tweaking the grip but i'm still not 100% happy with it. Good call on the end where the rope goes through.. I was gonna add the rope after i'm done with the texture but i didnt think to add some wear where the rope has been. I'll add that when i get home from work and see if i can get the grip buttoned down.
Thanks again.
So just a little brighter in the diffuse for the sharp
And then a LOT of contrast in the specular, the painted metal being very dark in the spec and the sharp metal much brighter.
:thumbdown::thumbup:?
i'd move onto the rope and holster now
edit: the sharp edge is blowing out, may want to take that down a few notches in the diffuse.
now sleeeeep. :poly122:
I want my sheets.
I LIKE YO SHEATH.
I want my shin.
SALAD.
Looking good my man, gon head and put that sumbitch in Zedbrush, texture it up. I seriously think it's gonna look great when its textured!
:thumbup: