Author Topic: The Persian Sword  (Read 1620 times)

nightwolfz

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The Persian Sword
« on: May 24, 2004, 08:43:54 pm »
Base model, I think it had like 150-200 polygons.


And now the (almost) final textured model ^^






p.s. if some1 thinks blades are not sharp, they are ... believe me ;)


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SaintNuclear

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« Reply #1 on: May 24, 2004, 09:23:00 pm »
You mean a Scimitar?
In that case, I think it should be a bit more rounded to the back, and that the end of it should be wider.


It looks really good though.
September 23rd, 2004 19:52:38 UTC
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Ineluke

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« Reply #2 on: May 24, 2004, 09:36:06 pm »
You should make that pic a bit brighter.
Looks good from what I *can* see however.
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Wedge

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« Reply #3 on: May 24, 2004, 09:57:23 pm »
It looks like you have a bunch of general mess in your mesh, like overlapping polys and such.  I don\'t know if you were trying to make it look like something by doing that, but it\'s just coming out messy.  The texture looks like it cooould be something, at some parts, but the mesh is so jumbled up it\'s hard to tell.
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nightwolfz

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« Reply #4 on: May 24, 2004, 10:50:16 pm »
Probably cos of the texture

(gay isn\'t it ?)


Also I made few adjustements and made lights well ... lighter








I don\'t se any mess ups, do you?
« Last Edit: May 24, 2004, 10:56:23 pm by nightwolfz »
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Erik

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« Reply #5 on: May 24, 2004, 11:54:11 pm »
Making the blade lighter really makes the blade look better. But the handle looks a bit too light now. Also, on the last render (not the wireframe one) you can see a seam going all the way from the bottom to the top of your blade.
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Monketh

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« Reply #6 on: May 25, 2004, 12:33:15 am »
8o

...I\'m using that sword in CB.
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Wedge

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« Reply #7 on: May 25, 2004, 04:47:22 am »
I believe there are errors are in the triangulation.  Everything get\'s rendered down to triangles, and there are some areas where the triangulation is causing distortion.  I\'m not sure if there is a triangulation modifier in MAX to let you check that stuff, but I know I have a plug-in modifier that will triangulate and help reduce poly counts on a mesh as well.  In any case, you\'ll still want to check this, since that\'s what the real poly-count of the object will be when rendered in-game.

Some of it could just be distortion on the mapping as well though.
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Erik

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« Reply #8 on: May 25, 2004, 10:47:34 am »
About the unwrap, its really bad...look at all the white space you\'ve left in the image.
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Taurenthefirst

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« Reply #9 on: May 25, 2004, 10:56:40 pm »
whoa, i have no idea what yall are talking about with all that technical stuff lol,

i think i looks pretty cool, but i do think the new handle is to light.

nightwolfz

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« Reply #10 on: May 31, 2004, 12:01:41 pm »
Another persian sword, but much heavier then the first one, first one was speed based, this one is made to do lots of damage.



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Taldor

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« Reply #11 on: May 31, 2004, 05:10:33 pm »
The color is a bit strange ;)

Skizzik

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« Reply #12 on: June 01, 2004, 12:22:21 pm »
Quote
Originally posted by Taldor
The color is a bit strange ;)

*sigh*

It looks cool, I like sabers! Slash, chop, chop!

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nightwolfz

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« Reply #13 on: June 01, 2004, 07:57:37 pm »
Quote
Originally posted by Taldor
The color is a bit strange ;)


Heh I still need to smooth and texture it, then it might look cool.

:tup:




btw, can PS support bump mapping and normal mapping?
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Zephyrus

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« Reply #14 on: June 01, 2004, 08:21:18 pm »
Quote
Originally posted by Skizzik
It looks cool, I like sabers! Slash, chop, chop!


Firstly its spelt sabre, and secondly, thats a scimitar