Author Topic: swords  (Read 1464 times)

JellyWerker

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swords
« on: October 25, 2005, 06:19:43 pm »
Seems everyone around here is posting a few swords, so I figured I might as well. Untextured as always, but I do have the uv\'s laid out nicely, I am going to learn to paint textures better with them, a learning tool as they\'re relatively simple models. Of course I need to learn to paint. With a mouse.  :|





I can post wires of detailed parts of the blades if anyone wishes. The sword on the left is one object, but not one pice, the one on the right was modelled in one piece, save for the pommel. I may do some more optomization later (there are a few poly\'s that could be gotten rid of) but I am mostly happy, as there are perhaps 5 poly\'s more than are needed. Both could work in ps, but I think they might be more suited for mount and blade.

Edit: there are no ngons, but blender\'s wire material removes some of the plygon lines, there are actually a few more on the tip of the blades, and everything that looks like a quad or ngon is actually made of tri\'s.
« Last Edit: October 25, 2005, 06:21:40 pm by JellyWerker »
Warning: Prone to common sense.


JellyWerker

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« Reply #1 on: October 26, 2005, 03:54:38 pm »
Is it really so good that there is no critcism? I\'ll go get a big head and send my application to several large game companies now. :P
Warning: Prone to common sense.


odd2k

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« Reply #2 on: October 26, 2005, 04:17:11 pm »
Could I see those UVs? Just for educational purposes..

Btw, if you want less polies you can make gaps in your model instead of connecting things like shaft->blade. I don\'t know how it works out with crystal space, but you\'ll save some on the polycount.

ArcaneFalcon

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« Reply #3 on: October 26, 2005, 04:53:42 pm »
Quote
Btw, if you want less polies you can make gaps in your model instead of connecting things like shaft->blade. I don\'t know how it works out with crystal space, but you\'ll save some on the polycount.
Everything you model should be airtight.  Otherwise you\'ll get lighting errors.  For a sword it may not be noticeable, but airtight is best.

:emerald:

Cherppow

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« Reply #4 on: October 27, 2005, 06:22:18 pm »
ello JellyWerker

Very good, I can\'t really find much what I would have done differently. Maybe I\'d reduce the pommel detail a little, since it would be quite small in-game. And join it with the rest of the sword. Handles could use a bit smoothing too. Their design looks quite historical, proven in many fields of battle. Hmm, the pommel of the longer sword seems to be smaller than the shorter one\'s. Maybe it\'s of more dense alloy though, to keep the sword properly balanced. If they need a touch of fantasy, that can be added into the texture. I\'d say these would look great when textured.

Ps. You can set the \"All Edges\" option from the \"Mesh Tools 1\"-tab (in edit mode). This makes Blender draw all edges in wireframe presentation.

Keep up the good work. :)
« Last Edit: October 27, 2005, 06:26:38 pm by Cherppow »

JellyWerker

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« Reply #5 on: October 27, 2005, 07:35:58 pm »
Thank you for the crits and tip cherppow, I\'ll edit them. Methink a 6 sides pommel would do nicel, and cut off 10+ poly\'s. I also think I may make the handle slightly wider on  the left one.

Arcane: The one on the right is \"watertight.\" The left isn\'t, but I\'ll edit it.
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Farren Kutter

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« Reply #6 on: October 28, 2005, 05:17:08 pm »
Umn... Jellywerker, i think it was \'airtight\', not watertight :P But good job on the sword :)




Laskella

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I would like to learn
« Reply #7 on: November 07, 2005, 03:36:17 pm »
This is a newbie version of a sword :D
Click this link to see it!
Click Here To View It!!