niektb Posted March 31, 2014 Report Share Posted March 31, 2014 (edited) We need a collection of Viking weaponry, modeled and textured.Useful links:http://www.hurstwic.com/history/articles/manufacturing/text/arms.htmhttp://www.wildfiregames.com/forum/index.php?showtopic=17918&p=280934Viking shieldThere are already round shields in the game, they need to be re-textured in several variations.Viking Sword => DONEViking Axe: => DONEThere are two kinds of viking axes. A polearm (left) and a one-handed one (right).Viking helmet:We need a few variations of Viking Helmets:Armors will follow later in a different topic. Edited June 3, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 For the first shield you have the one of the long house. I'll make the sword. Tell me what is the poly cap ? Quote Link to comment Share on other sites More sharing options...
niektb Posted March 31, 2014 Author Report Share Posted March 31, 2014 Say 100-200, I don't really care about polys (since polys aren't the current performance limiter) The shieldmodel is okay, I only need more texture variations. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 WIP 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted March 31, 2014 Author Report Share Posted March 31, 2014 WIPThe hilt (or grip) is good, however the blade needs to be slightly adjusted:In your sample the blade isn't going slightly inwards. Quote Link to comment Share on other sites More sharing options...
Romulus Posted March 31, 2014 Report Share Posted March 31, 2014 That also just be textured that way, rather than sheered. The middle line that tapers in the center of a sword, or any weapon, is called a blood groove. Contrary to it's name, it had nothing to do with blood, only weight, to lighten the blade. Also to give a bit of a visual effect too Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 Well added 20 polygons, is that worth it ? Quote Link to comment Share on other sites More sharing options...
niektb Posted March 31, 2014 Author Report Share Posted March 31, 2014 You're right: the blood grove should be done in the texture (even though no normal maps are being used for weapons) Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 Okay, Il remove it then X) Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 Better ? 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted March 31, 2014 Author Report Share Posted March 31, 2014 (edited) Certainly. Now it only needs to be rigged I suppose ( or an attachpoint created, not sure how it goes with weapons) Edited March 31, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 Nor do I either gotta check X) Quote Link to comment Share on other sites More sharing options...
Romulus Posted March 31, 2014 Report Share Posted March 31, 2014 It's looking nice Stan.But it needs more of a glint in the blade, and more definition on the hilt. The texture still seems a bit dull. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 It's looking nice Stan.But it needs more of a glint in the blade, and more definition on the hilt.The texture still seems a bit dull.By Glinn you mean not shiny ?Yeah happens all the time with my textures, but never found a way to improve this... I'll see what I can do. Quote Link to comment Share on other sites More sharing options...
niektb Posted March 31, 2014 Author Report Share Posted March 31, 2014 Oh, and what size did you model it? Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 I'll resize it don't worry Quote Link to comment Share on other sites More sharing options...
niektb Posted March 31, 2014 Author Report Share Posted March 31, 2014 (edited) http://www.3dtotal.com/index_tutorial_detailed.php?id=658&catDisplay=1&roPos=1&page=1#.UznGA-p1GBYThis is a nice tutorial on painting metallic textures.And some more:http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturinghttp://www.creativebloq.com/3d/paint-different-metal-surfaces-10121080 Edited March 31, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 darn, I haven't seen your answer anyway here is an updated version. 1 Quote Link to comment Share on other sites More sharing options...
Romulus Posted March 31, 2014 Report Share Posted March 31, 2014 That's looking much better. The bronze/gold pieces of the hilt/handle needs to be defined more. So the patterns and grooves show clearer. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 With Bump Quote Link to comment Share on other sites More sharing options...
Romulus Posted March 31, 2014 Report Share Posted March 31, 2014 I like the surface of the blade, it has that ruggered iron texture to it. A lot like Vikings made their blades.Although, you could smooth and polish it so it becomes more metallic "silver" just a little so it smoothens out the glint a bit more.The handle is nice, but the bottom piece still looks the same, that needs to be buffed up like the top bit.Once that's done, it's set. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2014 Report Share Posted March 31, 2014 This is the best I can do. Here is the file I'm done here.Viking Sword.7z 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 1, 2014 Report Share Posted April 1, 2014 (edited) Prop attachment point? Hmm. Do you mean how to position the origin? http://trac.wildfiregames.com/wiki/ArtDesignDocument#Tutorial:Propingwithpyrogenesis3dsmaxpluginBrilliant work Stan!! The first for the s.ForFor the helmets we have already some choices around in our giant Viking thread. Though you showed some variants I didn't see before. Interesting. Edited April 1, 2014 by Hephaestion 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 1, 2014 Report Share Posted April 1, 2014 Yeah but I think Orientation is on the top. No rigging is neccessary. But I just wanted to do the sword, for texturing practise. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 1, 2014 Report Share Posted April 1, 2014 Would be nice to have rigged flails but, I don't think that's a simple thing to do X) Quote Link to comment Share on other sites More sharing options...
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