Author Topic: Wailing Blade  (Read 841 times)

Neo Neko

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Wailing Blade
« on: June 08, 2005, 09:03:40 am »


Thoughts? Suggestions? It\'s a rather quick low poly model of a concept I had. All one mesh. And yeah I know it is not textured. (yet) Not sure how original it is. But it was original to me. A tuning fork / sword. Light and fast it would be most effective against hardened enemies like hard shelled insects or rock beasts. They would crumble and break under sympathetic vibrations induced by the swords song. It might be only slightly more effective than a normal sword on regular beasts. Perhaps causing bones to snap a bit easier. On creatures with no hard parts the sword would be less effective than a common sword.

If the devs are at all interested I am more than willing to let them use the model / concept. Just drop me a line. I can export it to any format blender allows. ;) I already tried to export to crystal space but I can\'t get the needed packages. :P

Annah

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« Reply #1 on: June 08, 2005, 06:28:20 pm »
The blade looks disproportioned, and gives the impression it might brake at some points. Also, don\'t be so excited that every \"piece of art\" would be used by the PS team. Because it won\'t be.
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rosmerelmer

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« Reply #2 on: June 08, 2005, 07:50:22 pm »
looks ok..
try to subdivide-smooth the 1 ball at the handle, and also try not to set everything smooth at the same time, you will get the weird black spots around the point of your sword.
happy blendering!

if you have really cool photoshop tutorials don\'t be afraid to pm me!

Neo Neko

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« Reply #3 on: June 08, 2005, 09:08:11 pm »
Quote
Originally posted by Annah
The blade looks disproportioned, and gives the impression it might brake at some points.


That is kinda the look I was going for. I mean after all you wouldn\'t want some sort of indestructable uber weapon in game. A weapon should be balanced. I thought for the strength it offered it would be an acceptable flaw or weakness. I also have ideas for a complementary shield that could be equiped to defend against this and similar weapons that would use their strength against them causing them to break. :P Similar weapons like Axes and maces with similar abilities. ;)

Quote
Originally posted by Annah
Also, don\'t be so excited that every \"piece of art\" would be used by the PS team. Because it won\'t be.


You get the wrong impression. It will not break my heart if they don\'t use it. Simply I like the work they have done and would like to contribute if I could. This was done more for myself really. I\'m not sure how it would fit in with the lore of the game etc. I just had this idea in my head and couldn\'t stop thinking about it till I drew it out or modeled it. Unfortunatly as is usually the case I already have new other ideas for other things. That is the problem with being an overly creative artistic person. Sometimes I am thinking about so many things it is hard to focus on just one. :P So I gotta crank em out as I can to keep myself from being way distracted. ;)

Taurenthefirst

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« Reply #4 on: June 08, 2005, 09:11:55 pm »
looks ok to me. i\'d like to see it textured.

Neo Neko

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« Reply #5 on: June 08, 2005, 09:30:14 pm »
Quote
Originally posted by rosmerelmer
looks ok..
try to subdivide-smooth the 1 ball at the handle,


Remember this is a single solid mesh. If any 1 part of it uses subdivide the whole thing does. ;) And actually what you suggested is exacly how it started out. I achieved that look using subsurf creases because I thought it fit better with the boxy look on the top part.

Quote
Originally posted by rosmerelmer
and also try not to set everything smooth at the same time, you will get the weird black spots around the point of your sword.
happy blendering!


Well everything is set smooth. But that is not what is causing that. It has to do with the way I used subsurf creases to form the point. Even without smoothing on it looks much the same only slightly more boxy. But I got to thinking. This would not be a weapon you would tend to plunge tip first into an enemy. That would silence it. So perhaps it would be better if I squared then ends like an actual tuning fork.

Neo Neko

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« Reply #6 on: June 09, 2005, 07:36:28 am »


I\'ve moddified the mesh a bit and managed to unwrap it reasonably. Especially with the fact that this is my first real attempt at UV-mapping in mind. I whipped out my wacom and painted a part or two. Texture mapped another. And did a little doodle here or there to test it out. Seems to be working good. Now comes the actual step of texturing it. And I realise that I am not really sure which way to go with it. I kind of like the solid/smooth metal look. Which would mean just texturing the blade for the most part to look as if it had been precicely sharpened. But I would kinda like to do more with the hilt etc. I thought about simulating the wrapped leather or ribbon look of Japanese kitanas. Or perhapse a rather simple wood handle. A very simple example of which you see tested here. :P Or perhaps some sort of bump mapped embellished metal work.

So any suggestions on that front? It does not have to be a traditional look as this is not exactly a traditional looking sword. ;)

rosmerelmer

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« Reply #7 on: June 10, 2005, 09:38:59 am »
about the blade, if you make a little chrome color(something white) and turn on raymirror in material buttons you will get an effect just like an enviromental map, its very shiney. just experiemt with more or less reflection.
Quote
Unfortunatly as is usually the case I already have new other ideas for other things. That is the problem with being an overly creative artistic person. Sometimes I am thinking about so many things it is hard to focus on just one.  So I gotta crank em out as I can to keep myself from being way distracted.

i know exactly what your talking about.. :P
Quote

Remember this is a single solid mesh. If any 1 part of it uses subdivide the whole thing does. And actually what you suggested is exacly how it started out. I achieved that look using subsurf creases because I thought it fit better with the boxy look on the top part.

press W when vertices selected and then try subdivide smooth. it will make new vertices and decreas all angles.
if you want a random subdivide you can try to fract subdivide too..
« Last Edit: June 10, 2005, 09:41:20 am by rosmerelmer »

if you have really cool photoshop tutorials don\'t be afraid to pm me!