Author Topic: the big sword  (Read 2945 times)

Keyaz

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the big sword
« on: April 08, 2005, 11:06:31 pm »
a quick rendering of a picture of a sword Airbornex did inspired me to try once again at this modelling malarke :D
so i installed 3d studio max 6 ... again... cracked it ... again and got underway screaming at it doing silly things where as it was my fault :p
after much time spent, on giggles and food...
i came up with the biggest S.O.A.B of a sword i have ever thought of :D
so, less talk more showing eh?
here goes nothing xD
Edit : image removed, it sucks too much :p

i had the idea of bastard sword, my favourite weapon, but got too excited and managed to create a broad bastard claymore, thatonly someone as powerful as Talad himself could weild, fun though!

XeNoDeMoS

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« Reply #1 on: April 09, 2005, 12:05:54 am »
thats one big sword.....

JellyWerker

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« Reply #2 on: April 09, 2005, 04:02:30 am »
remove your illegal software, get blender or wings, and talk to cherppow, you don\'t need expensive software if you have talent, I am not saying you don\'t, the fact that you figured out 3ds max proves something, but really, try some subsurf on the handle, and some setsmooth on the blade, not the edges though.
Warning: Prone to common sense.


DivineLight

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Sword?
« Reply #3 on: April 09, 2005, 07:52:42 am »
Is this is a Sword or an Icecream Lolly?
Every one will die in pain except those who were less pain for the others, while they were.....

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Keyaz

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« Reply #4 on: April 09, 2005, 01:34:29 pm »
jellyworker : i tried wings and i dont get on with it
it was just a bit of fun anyway, i\'ve re built the sword to a more realistic, yet still big size :D

the colours are naff, twas just the choices i stuck from the shapes choice, i should try learning to texture the meshes next

WizardsRule

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« Reply #5 on: April 09, 2005, 04:18:20 pm »
atleast its better than a giant dagger looking thing

The evils of past repeat themselves in many shapes and forms



Keyaz

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« Reply #6 on: April 09, 2005, 10:07:24 pm »
and i played with some textures a minute ago ^^



Robinmagus

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« Reply #7 on: April 10, 2005, 04:40:56 am »
I for one really like it :D Maybe cause I love stuff liek that but hey. good work. Keep it up! :D
Talamir - DeT, Dark Empire, etc, etc, etc.

Kixie

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« Reply #8 on: April 10, 2005, 06:16:57 am »
Loving it... maybe add a bevel or something on the handle and texture in some leather? Just holding bare wood like that would be mighty uncomfortable with such a large heavy blade :P

Keyaz

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« Reply #9 on: April 10, 2005, 09:37:43 am »
bevel? you\'ll have to explain that to me, for there are many types of bevel, i know of the one used in bricklaying, wouldnt go on a sword ;)
I\'m going to find some more textures, maybe try to make my own, and edit the handle so its not so.... dull :D
but firtst i must destink, suit up and go to a party! woo!


and then i did! 8o

DivineLight

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« Reply #10 on: April 11, 2005, 03:15:55 am »
You should make the grip of sword a bit thicker, it\'s so thing, increase it\'s radius. It looks like a heavy blade on a light stick.
Keep up the good work, you\'r sword is improving.
Every one will die in pain except those who were less pain for the others, while they were.....

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ArcaneFalcon

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« Reply #11 on: April 11, 2005, 04:38:50 am »
Looks pretty good for just starting.  Try doing a couple things.  First, you need to fix your smoothing.  If you are going to use smoothing on the guard that\'s fine, but don\'t use it on the tips and then facet the middle.  Select all the polys of the guard (or handle, or pommel, or blade) and then scroll down in the modify panel until you get to the \"surface properties\" roll out.  Press \"Clear All\" and then pick a number.  This will assign the selected polys to a smooth group.  All polys in a smoothing group will appear smoother.  Two polys next to each other but not in the same smoothing group will not be smoothed to each other (useful for things like the edges of blades).  

Also, that one poly I highlighted in green needs to be deleted and recreated with the triangles facing the other direction to match the same poly on the other side of the blade.

You may not even care about any of this stuff, but either way it looks pretty good.  Keep up the great work!

Oh, and check the contributing sticky (section 2 I think) for a link to a good max 6 uv mapping tutorial.  If you need any help just PM me.

edit: heh, forgot this


:emerald:
« Last Edit: April 11, 2005, 04:39:28 am by ArcaneFalcon »

Keyaz

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« Reply #12 on: April 11, 2005, 11:04:10 am »
yeah that poly befuddled me, i think i kno how to delete it, but not remake, thanks for the wise tips! i shall improve more :D

Keyaz

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« Reply #13 on: April 11, 2005, 10:22:24 pm »
heres another attempt, fixed that poly... i think, improved its textures, lighting and fused the three blade parts for better shadowing, made a new texture map for the crystal, its purdy up close, a better leather strap for the handle


and i just had to, it was tormenting me, Squall\'s gunblade, not exact and perfect, but i made it :D

ArcaneFalcon

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« Reply #14 on: April 11, 2005, 11:39:58 pm »
Quote
fixed that poly... i think
You may have already figured this out but...just select it and delete.  Then on the \"Edit Geometry\" roll-out select \"Create\".  You\'ll notice that all the vertexes now turn on (but you\'re still in poly mode).  Start at the top-right vert of your deleted face, and click all the other verts counter-clockwise (at the end click again on the first vert and it will close it off).  It is important to start in the top-right (or bottom-left) so that we get the orientation we want.  If you start in the top-left or bottom-right you will get a poly exactly the same as the one you deleted.  It is important that you click them counter-clockwise so that the normal is facing toward the camera.  Clockwise will face the normal away from the camera.

You can also use the \"Create\" button in triangle mode.  This time, however, it will only allow you to create triangle polys instead of x-sided polys.

Also, the wood texture on the handle of the gunblade is severely distorted.  Take a look at that uv tutorial I mentioned.  Great work on the rest though.

:emerald: