PlaneShift

Development => Development Team Blog => Topic started by: Uadjet on September 08, 2019, 12:52:18 pm

Title: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on September 08, 2019, 12:52:18 pm
As mentioned in game several times I'm hoping to add some weapons to the game.I'm a complete novice when it comes to graphics, so there's a bit of a learning curve involved. I'll use this thread to keep everyone up-to-date on how things are progressing. I'll be keeping this first post updated when I can with new images, so my amateurish fumblings my eventually be replaced by something nicer.  :-[

(https://i.imgur.com/L8uiNrg.png)

(https://i.imgur.com/lReW7kk.png)
Title: RI Made A Se: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on September 08, 2019, 01:12:58 pm
Well, the first thing I did after downloading Blender (I told you I was a novice) was to do a few tutorials. No, I'm not going to post pictures of that iced doughnut, the snowman, the anvil, or even the blend I have saved as 'psychotic rabbit'. This is a development blog, so I'm going to try and stay on topic. As much as I am able.  ::)

The first thing I did was to try and remake the quarterstaff that already exists in game.

(https://i.imgur.com/qlCVvEj.png)

That's pretty much it. A hexagonal cylinder with three extruded sections. You can see both of those things more clearly in a closeup.

(https://i.imgur.com/fK2NypF.png)

I used this to practice some basic techniques, like keeping the extrusions sharply defined while smoothing everything else.

(https://i.imgur.com/gA1I6Ib.png)

Now, I Must admit that I guessed wrong at what those extrusions were. I was thinking of the quarterstaff as held in the middle, so when I did basic textures I got it rather wrong.

(https://i.imgur.com/EP2IzGP.png) (https://i.imgur.com/jRswcwz.png)

I put steel on the ends and a leather wrap in the middle. Oops.  :-[

I'll post again shortly, this time with the new quarterstaves I'm working on. Getting a little variation in there.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on September 08, 2019, 03:05:25 pm
This is the post that will show my first hesitant steps into actually making stuff. Be gentle.  ;D

I thought I'd create my own version of that staff, and add a few embellishments for flavor. I started with essentially the same staff, except that I only extruded the outer parts of where the wrappings would go, then started work on the wrappings themselves.

(https://i.imgur.com/bF28wjn.png)

Rather like that. Stuck that on the prepared staff object and trimmed the ends so it would fit.

(https://i.imgur.com/DHSvZsD.png)

Did that a few times, and there we go!

(https://i.imgur.com/63kdh7Y.png)

Those wrappings use a lot of polys, but I'm just going to use them to set up a normal map for the actual in-game staff. After that was ready, I attached a leather material to the staff itself and added some metal caps on the ends.

(https://i.imgur.com/PhSShiN.png)

Not too bad. The textures need work, but I'm kinda happy with the progress so far. I even made a spike to go onto the end caps.

(https://i.imgur.com/eMXr6bp.png) (https://i.imgur.com/XXrB8Sl.png)

Got a little bored, and made a few other items to go onto the ends too:

(https://i.imgur.com/k56cso7.png)

(https://i.imgur.com/bvRaEDC.png)

(https://i.imgur.com/IDF32Od.png)

Well, I didn't make the monkey head, I just attached it. And I don't know why I made the mace head out of black glass, I just did.

I did a few variations. I initially had some wood between the wrappings and the metal end caps, but it may be more realistic to have the wrappings go all the way to the end. I've got screenshots of both up there. Any thoughts?

That's my update!



Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on September 08, 2019, 03:31:48 pm
Oh, I've also been working on a flanged mace because.... Well, I dunno. Just felt like it, I guess. Didn't get too much work done, but I've explored some options for the flanges:

(https://i.imgur.com/ftmjB9O.png)

(https://i.imgur.com/GtvWjHI.jpg)

Those aren't very good, I admit. I did one, and used its base mesh for the others. Very limiting, but I had about 15 minutes so I rushed. Any thoughts on what type of flanges you all like?
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Migg on September 11, 2019, 01:48:43 pm
Great work Uadjet!  \\o// I hope your designs transfer to UE with little loss of detail.

Typically flanged maces had 6 or 8 flanges I am led to believe, any less and you risk your foe being hit at a shallow angle and avoiding serious damage. More often than not they were fully metallic, sometimes with a hollow shaft, to allow for a sturdy but not too heavy weapon. A look at the "medieval weapons" page in Wikipedia will allow you to have a look at a great assortment of designs for many weapon types to act as an inspiration.

Edited to add the designs on the last image are impractical: they would be prone to bending and could easily get entangled in armor or other extrusions, making disengagement tricky.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on September 22, 2019, 03:46:11 pm
Got a better wood material setup.

(https://i.imgur.com/Rfeeray.png)

Can vary color very easily, as well as making changes to the grain.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Damola on September 22, 2019, 03:47:33 pm
Nice. Damola is certainly ready to spent some circles for fine staves! :)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: cdmoreland on September 23, 2019, 06:57:20 pm
Waesed and Jerada are training for them!
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: novacadian on September 24, 2019, 05:44:17 pm
Having watched my daughter become proficient in blender over the years, your jump into the deep end of the pool is very impressive,Uadjet!
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Damola on October 06, 2019, 03:16:09 pm
Damola demolished quite some training dummies already with her Quarterstaff to get ready for the new ones.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on October 13, 2019, 03:05:02 pm
Well, I've spent more time than I care to admit trying to solve what turns out to be a fairly basic problem. When I did my procedural materials they often seemed oddly stretched. After some tests I found that they were only stretched on shapes that were much longer in one dimension than another. Here's what I mean, using a basic leather material that I made:

(https://i.imgur.com/6v8Ejk3.png)

On a cube it looks fine.

(https://i.imgur.com/EuqYJ7A.png)

That's a little stretched, and the object is taller than it is wide.

(https://i.imgur.com/nrCrrDH.png)

And that's totally stretched out. After too long I finally got the google results I needed and found this bit of info.

(https://i.imgur.com/Uq4Tk72.png)

Apparently I just needed a couple nodes to tell the material how to apply itself. The wave texture was coming from... I don't know where, but not the object itself.  Hitting Ctrl-T added those nodes, and if there's a shortcut for it then it should have been obvious that I needed them.

(https://i.imgur.com/9EdUrO0.png)

Actually, for this I don't even need the mapping node. Haven't touched it, and the material looks as it does on the cube.

(https://i.imgur.com/9EdUrO0.png)

So got that figured out. The mapping node is actually very useful when doing wood textures for altering the angle of the grain, so I'll be using that a lot. Just didn't need it here.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on October 13, 2019, 03:21:30 pm
I've been working on wood materials as well. The first images I posted had some really ugly wood materials, and I poked around a bit to see what I could find online. Don't want to use existing images for this, as a wooden cylinder will always show a seam on one side if made from an image, and then there's the whole rights thing. Sadly, the rights issue also applies to node setups, so while I've downloaded some materials I'm trying to learn from them instead of just copying them so that I can make my own materials.

Here's a White Oak material that seems like a good start to me:

(https://i.imgur.com/zviZjy6.png)

Oh, as you can probably tell I'm trying different node setups. That's why I've got a lot of nodes that aren't connected at the bottom there. I'm hoping to grow the node setup as I learn, and get something close to realistic by the time I'm done.

Oh, and on the modelling side I found a good way to learn about building spears: Skyrim mods. Seriously, they're great. I can pull up the models in Blender and see how they've done various shapes. The models themselves tend to be highly stylized and somewhat unrealistic, but they're still a great help. The actual spears and such don't seem hard to make, really. It's the materials that will take a while! And the special maps, like Ambient Occlusion and whatnot.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on October 20, 2019, 07:47:41 pm
As I mentioned ingame, I was working mostly on metals this week. I've been trying to learn procedural scratches, as doing them that way makes it much easier to do normal maps so that the surfaces actually appear to have depth to them where the scratches appear. Here's what I've got so far:

(https://i.imgur.com/CliwFYE.png)

(https://i.imgur.com/EvuBDYT.png)

(https://i.imgur.com/L8uiNrg.png)

One of the problems I was having is that I've been making items with the real world scale I wanted, and I set the units blender uses to centimeters to match the units Unreal uses. That should be fine, but whenever I was doing a tutorial about making various materials like wood or metal I'd keep having to alter the scale of nodes as I went along to get the same effect. Not doing that anymore. Making a materials using the standard unit of meters and then going to add a single mapping node to scale it to what it should be when I apply it to an object. Much easier.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on October 25, 2019, 04:17:59 am
I've done a bit more work on wood materials, trying to get some procedural scratches and a few different types of wood. This is what I've got so far: White Oak, Threestem, and Walnut.

(https://i.imgur.com/6nsBs0g.png)

(https://i.imgur.com/YRJbXhz.png)

(https://i.imgur.com/lReW7kk.png)

I might lighten that threestem up a bit, so that it doesn't look so much like the walnut.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Damola on October 27, 2019, 04:25:06 pm
Great work, Uadjet. I like it.

Would be nice to see more dents or scratches appear as the weapon gets damaged.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on November 23, 2019, 08:42:09 pm
Great work, Uadjet. I like it.

Would be nice to see more dents or scratches appear as the weapon gets damaged.

That's entirely doable. It's just a case of swapping out the texture as the item degrades. To do drastic changes would require a geometry change, and I'm not sure if that's as workable, but scratches and small dents should be doable. Here's some documentation that (I think) explains it: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialInstances/index.html

Oh, and made some progress. I'll post the screenshots tomorrow, but I'll give you all a peek tonight:

(https://i.imgur.com/UjbayXD.png)  (https://i.imgur.com/kguifes.png)

Those are the first two spearheads I did. The one on the right is the first, and it's the simplest spearhead on a basic hunting spear. The one on the left is for a boar spear, so it's got a spearhead and a crossguard. Currently I've got five basic spears planned (10 if you count steel and plat steel as separate items), and I think they cover all the melee needs. I've got:

Hunting Spear: Haft, spear head.
Boar Spear: Haft, spear head, crosspiece.
Short Spear: Short Haft, spear head.
Battle Spear (terrible name): Haft, spear head, end cap, butt spike (probably).
Long Spear: Haft or Long Haft, large spear head, end cap, butt spike.

There are also the quarterstaves (most basic, some complex), polearms, and the race-specifc items. It's a lot of items, but I did five spearheads and a pair of butt spikes in an evening plus a few hours the next day, so it will get done!
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on November 24, 2019, 04:36:57 pm
Okay, I've got four spears ready to post. I'd do the last, but rendering while running Planeshift is kinda slow. First the short spear, which is based on the assegai spear the Zulus used:

(https://i.imgur.com/oMRy612.png)

Got this done. The dark portion where the spear head meets the haft shouldn't be there, so I messed around a bit and figure out that an edge crease is just the thing to sort that out.

(https://i.imgur.com/VyxFIJa.png)

And here's an image of the final-for-now short spear:

(https://i.imgur.com/teU5Vfd.png)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on November 24, 2019, 04:40:41 pm
Oh, before I forget I tried something out on the hunting spear. It's not quite ready for posting yet, but I put a brushed metal look on the sharpened edge. Not sure if I'll keep it, but it shows what a few tricks in blender can do!

(https://i.imgur.com/Lstt9zX.png)

That brushing controls both roughness and gives an illusion of varied depth, so it's pretty nifty for such a little thing.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on November 24, 2019, 04:45:00 pm
Now the boar spear. A little more complex, but it's triangular so it's actually fewer polygons.

(https://i.imgur.com/7NRvOj7.png)

Here's a closeup:

(https://i.imgur.com/PUsr8p3.png)

That surface seems odd to me. Completely unlike the rest of the spear. DId some digging, and I split an edge that maybe shouldn't have been. Changed that, and got this:

(https://i.imgur.com/mFis5mt.png)

Still needs work, but it's getting better.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on November 24, 2019, 04:48:06 pm
Only did one render of the battle spear, but here it is. It's the first one with a butt spike on the back end.

(https://i.imgur.com/dC00L5F.png)

Oh, I'll post this too. It takes quite a while, but by arranging the vertexes on the edges you can really get things to look smooth!

(https://i.imgur.com/Uqk0XGG.png)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on November 24, 2019, 04:52:35 pm
Oh, and here's a preview of the last one, the long spear:

(https://i.imgur.com/qIrr6MJ.png)

It's noticeably bigger than the others, but I don't have the haft on just yet. It also has a but spike, but this one is more pyramidal than the conical one on the battle spear. Got a screenshot of one, but I'm not sure I like the proportions:

(https://i.imgur.com/cKVcmgx.png)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: novacadian on November 24, 2019, 05:42:21 pm
Venorel thinks spear training may be a good idea.

Nice work, Uadjet!
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: cdmoreland on November 24, 2019, 10:10:51 pm
Venorel thinks spear training may be a good idea.

Nice work, Uadjet!

Grab a quarterstaff and a dummy.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on December 22, 2019, 07:52:04 pm
When discussing the spears I mentioned that there are ways to give an object the illusion of depth, and how those can be used to make an object look like it has more detail than it does. I didn't explain it very well, so I'll post some images here that demonstrate what I'm talking about.

Here's a cube with some gouges in it.

(https://i.imgur.com/qJRN5qk.png)

You can see that there's one big gouge on the corner there, as well as several smaller ones on the sides. They look pretty good, right? Like they're deeper than the surrounding metal. Now, were that the case you'd need to add tons of small faces in each of those gouges. Over a hundred for the big one at least. That's a lot of extra work for people's video cards, given that the basic cube only has 12 triangles on its own!

Well, the cube still has only 12 triangles, and those gouges aren't really there. Those sides are still entirely flat! There's just some trickery that tells the program (blender in this case, or a game engine) to have those areas reflect light as if they were angled differently. That's how our eyes perceive small details, so our brains are telling us that those gouges are deeper than the surrounding area even though they really aren't. The geometry hasn't been altered at all.

Here are a few images of the same cube that illustrate that:

(https://i.imgur.com/hb5Lau0.png)

(https://i.imgur.com/zLZjhSi.png)

(https://i.imgur.com/a50Nu1g.png)

See how that edge is still a straight line? That's the gouge that appeared to go around the edge of the cube. Doesn't look like it does anymore, does it?  That's both proof that the depth is an illusion and an illustration of the limitation of the normal map. They change how light is reflected, but not whether or not the game has the light reflected at a certain location, so the outline of an object isn't altered at all. That's a bit of an issue when you're dealing with a spear shaft, as depending on what angle you view it from EVERY spot is part of the outline! It's not as bad on the spear heads, though. The edges are part of the outline, but the flat faces can be altered by normal maps quite a bit.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on December 22, 2019, 11:43:40 pm
One thing I didn't like about the spear images I posted earlier is that the wood looks entirely flat. In some images, the 12-sided spear half looked like a flat drawing. Gotta fix that. I can do a bit by creating a higher poly version and then projecting that shaped onto the existing shaft, creating a normal map that is more rounded, but I think most of the reason it looks so flat is that there's no fine detail on the wood other than the color. Well, that's fixable too!

Blender has an initially intimidating number of ways to generate textures instead of downloading images from websites, but once you get used to what they can do you can slowly add bits of information to what you know as you need to. Last week was wood week for me, and I'll see if I can apply what all of those tutorals and forum posts have taught me.

Here's the wood I have so far.

(https://i.imgur.com/Dhod9WA.png)

I've used the same grain for all of them because... well, why not? They look a bit odd when you set them next to each other like that, but so do multiple copies of the same item. The only way to avoid that is to make each spear generate a new texture, and any actual game developer that heard that would likely slap me for even suggesting it.  :oops:

But you can see that I've got what I'm thinking of as White Oak, Oak, Threestem, Black Walnut, and Cherry. Not sure why I made cherry. Just wanted red wood, I suppose. All I had to do was copy an existing wood and change the colors, so it's not like it took too much time. 

Now, those are a bit glossier than the others I posted, but that's just a change in the roughness slider. Still no fine details in texture, as you can see when you look at the highlighted sections of each staff. They're just entirely smooth wooden dowels. Kinda boring. Let's see what we can do.

Some of the wood materials I've seen have the different colors in the grain differentiated by either normal map or roughness map. I'm not sure if the roughness should be different, but I can run that grain through a bump map to give the final material a bit of variety.

(https://i.imgur.com/QU0pp93.jpg)

And here's an angled view, which may give you all a better idea of what the difference is.

(https://i.imgur.com/CBwp3ja.jpg)

An odd site note: The top texture (white oak) worked fine, but the only way I could get the other woods working was by connecting the bump node to the grain from the white oak node group instead of the node group for its own wood type. No idea why. I'll have to simplify my node arrangements so that I only use one grain node group for all woods instead of duplicating it for each type. Simpler, cleaner, and less likely to do weird things like that.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on December 23, 2019, 08:19:32 am
Fiddled about a bit. Still haven't figured out what's going on with the bump maps, but I can work around it. The lowest staff in this picture is the one with scratches added.

(https://i.imgur.com/gjrc4kp.jpg)

Now, the grooves that align with the grain might be a bit deep, so those could be smoothed out a bit. And that leftmost scratch shows a weakness in that process, as it just looks fake. I might have to run those through the roughness connection as well, just to make them a bit more visually distinct. The problem is that these are such fine details that I think time is better spent on making the six versions of each item (three levels of detail for both steel and plat-steel) rather than perfecting scratches that may or may not make it into the game.

As for the rest of the material, I was also planning on doing just a slightly stretched noise + voivod (forgot the name) texture to randomize tiny bumps to give it more detail, but with such a busy grain I don't know if the wood really needs those details. Each bump would be less than a millimeter wide, so that kind of thing doesn't seem to urgent.

So I think I'll switch to getting a good metal material (well, three of them) and the lower detail versions of each spear ready. It's tempting to work on the fine details and fiddle about with more complex shapes for the race-specific spears, but those will come easier after I've had more practice doing the grunt work of finishing what I'm currently working on.

Anyways, that's my update!
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: cdmoreland on December 24, 2019, 01:06:31 pm
 :thumbup: Still training!
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Eonwind on January 13, 2020, 03:29:50 am
Excellent job Uadjet!!!

Just a  side rules note: to have the polearms ready to go and up to speed with other fighting styles we also need:

This may sound a tremendous amount of work but it could be a community effort  :)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on January 13, 2020, 08:34:15 pm
I haven't done the assembly instructions, but I've done the x ingots makes y lines. About 650 lines of steel and the same of plat steel. They need a thorough checking, but it's a start! As for books, I've been thinking spears and quarterstaves in one book, and polearms in a second. Plat steel items would be two more books with the same division, and the race-specific items would have their own book. Honestly I'd love for each race-specific spear to have its own diagram type book, but that's just too many books to add.

As for quests, it shouldn't be too hard to do. I can't think of any NPCs who use staves, but I'm sure it'll come to me. I assumed this would all fall under Blades Making, and there's already a skill that trains that, and the combat skill could be raised with the same quest that trains the other skills. Just need to add a branch for staff, spear, and polearms.

The Academy thing... sounds fun actually. I'll take a look at the moves in that school.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Eonwind on January 14, 2020, 02:38:51 am
I haven't done the assembly instructions, but I've done the x ingots makes y lines. About 650 lines of steel and the same of plat steel. They need a thorough checking, but it's a start! As for books, I've been thinking spears and quarterstaves in one book, and polearms in a second. Plat steel items would be two more books with the same division, and the race-specific items would have their own book. Honestly I'd love for each race-specific spear to have its own diagram type book, but that's just too many books to add.

Excellent.
About books I would prefer to strip down the number as much as possible, possibly to 2 books (normal stuff, plate steel stuff), if possible (aka the number of items is not too big and it is not too hard to read/use). Reason is when it comes down to make fixes/maintenance in the database I find it easier to perform the task and another reason is I perceived players prefer to change the mind slot (book) as less as possible. Third reason is we need a quest for each book and for me each quest have to be unique and I don't like simple copy & paste quests (so the creative effort and challenge to put in quest writing is a bit more). Aside these consideration is more a matter of "philosophy" than real technical problems.

Quote
I can't think of any NPCs who use staves, but I'm sure it'll come to me. I assumed this would all fall under Blades Making, and there's already a skill that trains that, and the combat skill could be raised with the same quest that trains the other skills. Just need to add a branch for staff, spear, and polearms.
this because we hardly have polearms in game. Once they are available this may change, with settings permission, and we can assign some NPC to be a polearm trainer or crafter, etc.

Quote
The Academy thing... sounds fun actually. I'll take a look at the moves in that school.
actually you can get some inspiration from the Academy already released, and we have already a full set of quest for a second academy (unreleased, yet), written by Zunna. If you are interested I can let you read them.
We also have a couple of inspiration, draft for 2 more academies: archery and axes, but we haven't had anyone starting the quest writing yet. Fun thing is most of special moves (archery, hammer) are ready rules side, bu we won't release them untile the whole package (which includes their own academy quest) are ready to deliver.

We still miss an idea, draft for polearms completely, so, if you have an inspiration, let us know.  :)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on January 14, 2020, 08:47:24 pm

Excellent.
About books I would prefer to strip down the number as much as possible, possibly to 2 books (normal stuff, plate steel stuff), if possible (aka the number of items is not too big and it is not too hard to read/use). Reason is when it comes down to make fixes/maintenance in the database I find it easier to perform the task and another reason is I perceived players prefer to change the mind slot (book) as less as possible. Third reason is we need a quest for each book and for me each quest have to be unique and I don't like simple copy & paste quests (so the creative effort and challenge to put in quest writing is a bit more). Aside these consideration is more a matter of "philosophy" than real technical problems.

Okay, that makes good sense. My current plan is five basic spears (1-handed, hunting/simple, boar spear, light combat, heavy combat), 3-4 quarterstaves (regular, shod, spiked, crescent-bladed?), maybe 6-8 polearms, and the 10 race-specific spears. That's... a lot. Hmm. Well, I'm trying to model the construction on the mace making book, so most of the items are made from a pool of... 13 components. Some of those components can be carved/notched/whatevered, but that could even be left out if it's too complex.

this because we hardly have polearms in game. Once they are available this may change, with settings permission, and we can assign some NPC to be a polearm trainer or crafter, etc.

Okay! I've got the skill required/trained set to Blades Making and Blacksmithing for just about everything, which should do for now. I'm not sure how that's handled in a proper crafting book, so I just added a few new columns for each transformation.

actually you can get some inspiration from the Academy already released, and we have already a full set of quest for a second academy (unreleased, yet), written by Zunna. If you are interested I can let you read them.

That would be great!

We also have a couple of inspiration, draft for 2 more academies: archery and axes, but we haven't had anyone starting the quest writing yet. Fun thing is most of special moves (archery, hammer) are ready rules side, bu we won't release them untile the whole package (which includes their own academy quest) are ready to deliver.

We still miss an idea, draft for polearms completely, so, if you have an inspiration, let us know.  :)

Uhhh... I'll think on it. I've got a few ideas.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on January 26, 2020, 04:41:03 pm
Got a few screenshots to share. None are of finished items, but you can see where I'm going with them at least. Here's the Lemurian spear's butt spike: (https://i.imgur.com/I5OpGRz.png)

That needs some beveling to make it look more realistic, for one thing.

Here's an incomplete Dermorian spear butt spike:
(https://i.imgur.com/vpx9XkZ.png)
(https://i.imgur.com/tqXaShN.png)

There's a lot more detail to be added, but it'll be done with a normal map I think.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Damola on January 26, 2020, 05:27:01 pm
Wow! Epic progress on that.

Haha, Damola may like to craft some nice quarterstaves!  ;D
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on February 09, 2020, 04:26:15 pm
Got a little more work done on polearms this time. So far I've got a Fangtian Ji and a Lucerne Hammer.

(https://i.imgur.com/3d2Ulgp.png)

(https://i.imgur.com/yyHScEy.png)

The below picture is terrible, but it shows how long the top spike is.

(https://i.imgur.com/oVnGB4L.png)


(https://i.imgur.com/P99rj5r.png)

(https://i.imgur.com/m19Xrh7.png)

Still works in progress, but I like the Fantian Ji a lot and the lucerne hammer just needs some proportion editing. And some not-as-cool-as-I-thought-it-would-be detail altering.

Right now I'm working on a corseque, and a halberd after that.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on February 14, 2020, 02:59:47 am
Okay, the corseque became a chauvre-souris.

(https://i.imgur.com/OqeIXvs.png)

(https://i.imgur.com/OJYptx7.png)

Annoyingly, I'll have to restart that, but the pics should give you an idea of what it will look like. I have to admit that the detail on the "wings" is just a shader issue and not something I did deliberately, but it kinda works given that they're supposed to resemble bat wings!
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on February 23, 2020, 03:52:00 pm
Okay, here's the halberd head. I need to smooth out the sharp edges a bit, but that won't add too much geometry:

(https://i.imgur.com/iCXh58J.png)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on February 23, 2020, 03:57:14 pm
Oh, I should note that many of these use roughly 500 triangles, which is the triangle count standard for the middle distance level of detail. The halberd uses about 650, but paring that down won't change it too badly. So this is kinda what things will look like from, say, across the Plaza. Once you get close, you'll see more detail. A lot of that detail will be in small variations to break up monotonous cylinders and using normal maps to add detail to flat planes.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on March 22, 2020, 05:11:07 pm
Just to give you a look at the material I"m working on for the Stonehammer spear:

(https://i.imgur.com/x2SlouO.png)

(https://i.imgur.com/argIOgK.png)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Migg on March 22, 2020, 05:39:34 pm
Stonehammers get all the good stuff... Don't call it Damascus steel though, name it after the stonehammer's major city (can't recall the name atm)  :)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: MishkaL1138 on March 23, 2020, 05:00:10 am
Excerpt from the Wikipedia page on the Stonehammer race:
Quote
StoneHammers (mainly the HammerWielder clan) founded the city of Araloth kel'Maren in the Dome around the mine called the Dark Delving. In modern times, most people call both Dark Delving or just Delving.

So, Araloth pattern, maybe?
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Migg on March 23, 2020, 01:45:00 pm
Or Araloth Steel? Since Damascus is also a city.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Uadjet on May 22, 2021, 03:51:07 pm
I'd hoped to have the first of the Racial spears done by now, but adding the fine details is rather challenging for me. I'll show you what I've got so far, so you can at least see what I intend.


Here is the butt spike with decorations:

(https://i.imgur.com/YMyCX5a.png)


Here is the crosspiece:

(https://i.imgur.com/4czaM4k.png)


And the inlay for the head of the spear:

(https://i.imgur.com/JMvKcyN.png)
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Damola on June 12, 2021, 03:55:18 am
Nice work, thank you Uadjet!

Really looking forward to customized quarterstaves.
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Damola on June 12, 2021, 03:55:49 am
Oh, by the way: Did you ponder about improving magical staves as well?
Title: Re: The Quarterstaff, Spear, and Polearm Project (aka, I Made A Stick)
Post by: Volki on July 02, 2021, 01:41:44 pm
Don't know how I missed all this.

Very cool that you did all this as a beginner. Blender drove me crazy last time I tried it.

My only worry is the polycount. Are you baking the high poly assets into normal maps?