My "Generic Scottish Claymore"
I tried to put all I could into this prop, mainly cause it's going to actually be used for a Mount & Blade: Warband mod. I can't believe how good Marmoset makes your models look...it's really an awesome presentation tool.
Anyways, here's my pimp of my Scottish Claymore! I plan on doing some nice designs with the new alpha tools on it in Zbrush 4 soon ^_^
I'd put up the maps I used, but I'm super tired right now.... =P
thanks for any input guys, I'd like a critique if possible.
-Tristamus
Replies
Scottish 2 handed sword
And awesome sword man
Haha yes, definitely will go ahead with posting those tonight. I'll post everything! Especially because I'd like to know if there is a better way of laying the UV's out for something like this....
How many polys? Looks pretty detailed, just wondering if you're in the high hundreds or high thousands...
Thanks alot man, very encouraging to hear such things
Here's the maps, uv layout and wireframe. i am wondering, that before I send it off to be in the game, maybe I should just get rid of a bunch of those edge loops on the blade?
You know, I definitely thought that'd be the case, but wasn't sure!!
I'll go ahead and do that now...
Hey man, I have done what you suggested and I need to just ask a final question...
When the low-poly is at the point where it can be thrown into a game, if I am able to delete any edges that don't detract to much from it's overall detail and silhouette, should I?
What I mean is this...
Should I just get rid of those edges and call it a day or what? They don't really serve any purpose as far as detail goes, because the blade is completely straight and I'm no longer doing anymore sculpting etc. in those sections...
Seems a bit... Backwards...?
Good job on the screenshots!
I think you waaaaaay overdid the specs here, a 128x256 would likely be far more than enough.
Hey Odium!
As far as texture scale goes - I always work at 2048, and then go down in resolution from there - you can always go down from a high-Rez, but not the other way around, so I don't think working at a high res is a bad thing...
As far as why I textured it...what do you mean? I gave more uv space to the handle/hilt, because I plan on using this area for decorative purposes in the future and therefore I want more resolution for textures in that area. I started with the ambient occlusion and went from there!
Thank you for all the info guys . Keep it coming, thank you!
As the the pixel density issues, the handle (the leather part) would never be seen... its a sword...? So if anything wouldn't the BLADE be given more uv space (not that i would do it that way either but i make everythign 1:1 if possible).
This. When a sword is being used the character model's hands will be covering the hilt. It definitely shouldn't use the most texture space on the model.
You know what - I definitely see your point! However, in laying out the uv's for the blade part, how am I actually supposed to make them any bigger than they already are, how do I fit them into the space in a way in which I can give more emphasis to the blade? I feel like it's already as large as it can / possibly should be...am I wrong?
Hmm...I don't know if this is actually a concern for nowadays game engines, but what if a certain game engine does not support textures in that ratio? Or is it just generally accepted nowadays that next-gen game engines (UE3 for example) that it will be accepted, as long as it's ^2 size textures?
However, I'd still love to know how you produce your spec maps! What's your workflow??