The reason for pumping the sword up to 5000 polys is so that you can create detail onto the sword that you cant get with low poly modeling. Once you have modeled the sword in high poly you will be able to bake a normal map and apply the normal map to the low poly model.
Hey! It's awesome that you're learning to do 3D, but learning the software is maybe about 10-20% of the adventure. What needs to be developed now is the ability to problem solve and it's honestly where I think a lot of us get long-term satisfaction from. You're rarely ever going to get things right on the first go, even as…
The sword looks very mushy, the edges on you painting aren't making it look sharp like a sword is supposed to be (pointy, ouch). Everything south of that seems flat too, especially the skull part. Needs more detail, contrast and sense of lighting. Take a look at Tamara Bakhlycheva's work, there are some swords on there to…
Would be good to tilt the camera a bit so the drama is amped up even MORE! Also I agree that it's a bit difficult to read her as Riven. I'm thinking the sword isn't chunky and large enough to read as Riven's sword so it's throwing off the silhouette. Riven's sword is supposed to be almost as tall as she is.
I think its a good start, the modeling and UVs seem pretty good but i feel your textures could use some work,i would at the min bake an AO onto the meshes but....but a spec and a Norm would go a long way.......i feel you need to give them material definition like grain in the wood or metal, scratches, wrinkles in the…
these swords for Ember look good...it seems though that they are a little short, so i assume that you concepted only the handle base, like the original swords. Well the problem is that the blade made of fire is not there by default when you do a custom sword, so you need to actually model the whole blade as well for Ember…
well one example of efficient use for 2:1 maps was when i baked a sword. The sword blade was quite long, and there was little else on the sword. Theres no way i could have reasonably filled the rest of the UV space with just the hilt. I actually used a 1:4 map for that if i recall correctly..
I really like the texture on the sword. I would test to see what it looks like if you increase the width of the sword a bit just after the guard, and make the guard itself a bit wider so its more noticeable, along with the spike in the middle of the sword, possibly spiking it in the other direction. good work! hope this…
Thank you guys so much for the feedback! It seems it's time to kill the final shot lol. It's one of my older animations so it's no biggie just cutting it. I was debating if I should keep the walk cycles or not. What I've heard from my mentors is that it's better to have a really good 30 second demo reel than 2 minutes of…
Lookin great! you could try splitting the sword up into a bundle of three slices of wood, like a Shinai kendo sword. Then you could add little ties or leather binding it together. Although i really like the tip of the sword and how heavy it looks. I guess its called a Naka-yui... acording to wikipedia.