I'll probably still work on it until the end of the month. I'm focusing more time on the texture, like Uliss said, mirroed UV's make texturing tricky. I'll post new maps and some additional tweaks to the model. Any suggestions are welcome. Here are the current maps: Diffuse, Spec, and Rim maps. I think I may be relying too…
Ingame screenies: Weapon and belt slots need some proper masks, as they're straight copies of the diffuse as of yet, and the cape needs some love in the rigging, but that's pretty much it. I feel I accomplished what I wanted with this one :)
Thanks everyone, here's a small update (unlit diffuse this time): Texture with UV lines overlayed for those who want to see the layout, this is half the size of what I paint it at: Anuxi: Good call, I increased the brightness of both the edge and edge highlight, it's going to have pretty high specular ingame aswell.…
hey paskie, that round tip looks to fragile for a weapon, besides that i like the concept =] you could also make a more contrasting blade, is even and on the entire model, you could play a little with it the suggestion on the stiffness is really nice another suggestion i would like to give is to try to keep the club…