Looks like the blade is painted grey and the scratches and wear have cut through the paint layer. If thats what you were after you have nailed it, if not then you may need to have a look at making the blade more metalic and less painted looking.
Other than that, it looks awesome, it conveys scale, has good form and function and manages to still look cool. Nice work.
Xaltar - It's not paint, it's patina. I could make the whole blade metallic, just like the scratched parts, but I though this way it will look more interesting.
slipsius - Isn't next-gen using normal maps from heigher poly models?
Cool, then thats fine. Don't worry about what nex-gen is, hell, no one actually knows what it really is and it varies from one point of view to the next. This is current gen spec which is just what it should be.
Nice work, now make more and get yourself a portfolio. It would also be nice to see wires and texture flats.
Cool, then thats fine. Don't worry about what nex-gen is, hell, no one actually knows what it really is and it varies from one point of view to the next. This is current gen spec which is just what it should be.
Nice work, now make more and get yourself a portfolio. It would also be nice to see wires and texture flats.
Hm, well, I guess the Next gen thing is pretty much a term used wrongly for an asset that comes equip with Bloom lighting from an engine, spec map, normal map and diffuse map and also some sort of emmisive map sometimes to make it look.... "next gen"
Well, thats what it is in my opinion. But it's just not Next gen. It's current ;D
i like the design the weapon you baised it off of ive seen before, the segmented handle looks a bit strange on a dagger tho because its typically an aspect of two handed weapons. i like it alot tho, like the subtle colors
Like previously mentioned though I am kinda curious how its held... my first thought was that its a 2-hander but after looking at it for a bit it started seeming more like a dagger.
next gen would be like parallax mapping everywhere, 2k textures for everything, 2k tris for everything, motion blur, procedural textures for blood and damage... I dunno what else.
next gen would be like parallax mapping everywhere, 2k textures for everything, 2k tris for everything, motion blur, procedural textures for blood and damage... I dunno what else.
Ok, good to know. Sorry about the title, It seems that I can't change it now.
next gen would be like parallax mapping everywhere
Nein! Vector displacement mapping!
You could try to render a vector displacement map + a normal map and play with the xNormal's DX10 tessellation ( see the spherical spikes example ). DX10 can perform that... but, of course, once DX11 is oficially released will be faster to render. Most of the games gonna use vector displacement mapping. That's probably the "next gen"!
Replies
Other than that, it looks awesome, it conveys scale, has good form and function and manages to still look cool. Nice work.
I agree. But except this, all dagger is very nice.
JonConley - Thanks. Yes it is.
Xaltar - It's not paint, it's patina. I could make the whole blade metallic, just like the scratched parts, but I though this way it will look more interesting.
slipsius - Isn't next-gen using normal maps from heigher poly models?
how large is that txtr map btw?
Nice work, now make more and get yourself a portfolio. It would also be nice to see wires and texture flats.
See my portfolio, wire and texture flats here.
1024x1024, as it says on the image. It's patina.
.....aside from that, nice one dude. :P
Oh, sorry. I thought it was to distinguish game assets using only lighting based on geometry from the ones using also maps (for example normal maps).
I removed it from the title.
Well, thats what it is in my opinion. But it's just not Next gen. It's current ;D
Well, only 3 1024^2 textures. And about five lights. I suppose it's not a big effort for the GLSL shader.
-Woog
Like previously mentioned though I am kinda curious how its held... my first thought was that its a 2-hander but after looking at it for a bit it started seeming more like a dagger.
Well done!
http://plyczkowski.autokoncept.pl/wp/?cat=87
He posted this already
Ok, good to know. Sorry about the title, It seems that I can't change it now.
It just worked :P I mean, I first tried baking in Blender, and he couldn't do it, so I baked them in xNormal. Then viewed in Blender they worked fine.
Thank you
Really looking forward to reading this debate for the next few years :poly142:
Nice texture work on your blade, welcome to Polycount.
Nein! Vector displacement mapping!
You could try to render a vector displacement map + a normal map and play with the xNormal's DX10 tessellation ( see the spherical spikes example ). DX10 can perform that... but, of course, once DX11 is oficially released will be faster to render. Most of the games gonna use vector displacement mapping. That's probably the "next gen"!