This Is A WIP I'm trying to recreate the conan the barbarian altantean sword as accurately as possible. Good high-res straight-on shots from the movie are hard to come by. Primarily, I used images of the albion swords replica (ref images can be found here), which I believe uses the original molds for the hilt and pommel.…
Update! Started bringing everything into the engine and fitting the scene together. I went and sculpted over the tree trunk a little more to make the vascular shapes more intense, so that the shape is retained when a material is applied. The tree has a couple of different bark materials vertex blended together for…
thanks guys!:D @Lando_Mange nice feedback thanks! I will go over another pass on the textures :) I could very easily create a vertex color texture for more "extreme" weathering on some boxes and stuff. @S_ource I can try to bring some of the specular sliders down in marmoset and see it that does the trick, might have gone…
Can you post a screenshot of the issue next time it occurs? At my workplace we saw a strange bug in maya 2015 yesterday where after cutting a mesh an unselectable vertex jumped to a spiky position somewhere of the model. I am curious if this is the same issue ( if it is i still got no solution sorry ^^ ) Or if it looks…
Okay, download this zip file https://dl.dropboxusercontent.com/u/10105386/pc/Screws.zip I made a low poly with extra geometry to fix the projections, and a cage because there were some intersections. it also has a normal map, and a screws.obj file with all the different screw head model geometry, but identical vertex…
given the scale of this thing, for it to not have super low res textures on screen in a full environment, I would recommend making a few tiling textures and then mapping them onto the tree and vertex blending between them. having this whole thing on a unique texture sheet even a 2048 or 4096 would leave it pretty blurry,…
i think it is not a bad model as 4 the first modular stuff. I agree with all previous comments. On my side i can tell that your textures need more definition. E.g. stair steps could benefit from edges being lighter and "anti sliding" relief could be more defined and sharp. Basically, where people walk on and scratch…
Displacement maps have always been limiting in some areas, because it only retains the height information for points on the model in a grayscale image. Displacement maps work well to represent detail on simplified meshes when the models silhouette detail or overall shape needs to be apparent to the viewer. On low res…
Hey, thanks to everyone who commented. This is hugely informative. Good to know about UDK specs. Here are some other bits I found: Unity (according to some users) will run with 70 bones with relative ease, but they recommend keeping it under sixty per mesh. tech-artists.org has this to say, "Shader Model 2.0 and 3.0…
The lower brick walls look like they're made with 3 tiling textures, blended together using vertex color, and height-based masking to get the blending edges to sink into the cracks. You can read up on this process on our wiki: http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending This blending workflow likely…