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artraider
01-23-2007, 11:32 PM
Hello, I normal maped two swords I did and wanted to get a critique of the good or bad, I was trying to make pices to add to a portfolio.

http://i25.photobucket.com/albums/c72/artraider/4643-11.jpg

http://i25.photobucket.com/albums/c72/artraider/tests-3.jpg

JasonH
01-24-2007, 01:10 AM
Looks pretty good, though the first sword's blade seems to wrap around and come to a round edge, perhaps defining the cutting edge a little with the texture, and experimenting with the smoothing groups a bit could make the edge stand out. Might also change the background render color to something that doesn't hide shadows to help give a better profile of the weapons. In general though, I think it would really help us to see what to comment on if you also included more information like polycount, a wireframe view, and texture maps (along with jpegs of said textures)

LaughingBun
01-24-2007, 01:54 AM
lose the normal mapping it adds nothing, or atleast remove it on the blade section

artraider
01-24-2007, 02:12 AM
http://i25.photobucket.com/albums/c72/artraider/texture1-1.jpg
http://i25.photobucket.com/albums/c72/artraider/texture2.jpg
http://i25.photobucket.com/albums/c72/artraider/wire1-1.jpg
http://i25.photobucket.com/albums/c72/artraider/wire2-1.jpg
The 2nd model is 447 faces, the 1st is 900 faces, I know the hilt of the first image is too many faces and was going to change that.

JasonH
01-24-2007, 02:25 AM
Well, for starters, that seems to be far too many polygons in the models, and far too much negative space in the textures.



Ok i tried to look up some examples i had on my computer but couldn't find anything current. Generally speaking though, unless a sword is either going to be used in 1st person, or is incredibly significant in the game (and therefore will be featured in many many close up shots or something), a sword probably shouldn't go over 500 polygons. 100-500 is probably better, though for these two swords, I think you should probably be able to get both of them to add up to 500 polygons together.

As for textures, remember when you're unwrapping that unless you're going to have multiple objects on the same map, that any negative space between UVs is just resolution that will be lost. Avoid negative space as much as possible (while avoiding having your UVs overlap any). Also it looks like a good part of the second sword is a photo reference. I generally don't use photo refs that much, but when I do I'd suggest adding changes to the photograph as much as possible (I prefer to just use base texture images as overlays on pictures i paint myself). Not sure if that would be something one would include in a portfolio much though, unless the UVs were packed very tight, allowing the texture to be saved at a lower resolution than normal.

As for your normal maps, I'm actually failing to see them, though perhaps thats just lack of a light source in the render, though it should probably help more than it is at the moment. Given the amount of scratches and embossings on the swords, normal maps should really be helping punch the textures out.

I'm going to see if I can find a reference for swords on my machine again.

artraider
01-24-2007, 03:03 AM
I feel extreamly bad for making such a amature mistake but with textures I asumed you break down the parts of the sword like I did but I guess I had a tough time trying to see how much space heighth and width the blade should take up, I understand its in relation to the size of the object its takeing up but what else? As for my normal maps they rendered out fine and applied them and tryed to lower my lighting and get the detail to pop but I didnt know what else to do.

JasonH
01-24-2007, 03:14 AM
Usually for swordblades, you can either just planar map it flat, or in your UVW mapper, go to "Mapping-Normal Mapping- Front/Back" in the menu next to file in the UVW window. This should give you a flattened out blade (remember to grab the flat pieces on the back of the blade if it's a 1 sided blade). Usually then, unless the blade is extremely odd shaped, can just lay the UVs out so they go the full height of the map. As for breaking up all the pieces, by all means, you can break up the pieces, but make sure you pack the UVs good and tight, like a jigsaw puzzle. Usually though I find I get more than 1 sword on each square texture map, since you'll probably end up with lots of long narrow pieces.

artraider
01-24-2007, 03:18 AM
I was planing on putting more than just the one sword on the texture map and I will give what you said a shot.

artraider
01-25-2007, 04:14 AM
this is a update for one of the swords.
http://i25.photobucket.com/albums/c72/artraider/4643-13.jpg
http://i25.photobucket.com/albums/c72/artraider/sword_1_test.jpg
257x128
http://i25.photobucket.com/albums/c72/artraider/wire3-1.jpg

artraider
01-25-2007, 04:30 AM
http://i25.photobucket.com/albums/c72/artraider/4643-14.jpg
I fixed a error I noticed and hope this is a little better

artraider
01-25-2007, 08:03 AM
sorry to keep posting updates, I just wanted to show progress I guess
http://i25.photobucket.com/albums/c72/artraider/512x256.jpg
http://i25.photobucket.com/albums/c72/artraider/4643-15.jpg

artraider
01-26-2007, 09:23 PM
http://i25.photobucket.com/albums/c72/artraider/4643-17.jpg
a update to one of the swords

JasonH
01-26-2007, 10:15 PM
Is your sword 2 planes on top of one another, or an extruded box? Either way, it looks like your sword comes to a rounded edge. may either wayt to model in a ">" on the cutting edge, or change the smoothing groups, to avoid the dark splotches of shadow on the cutting edge.

artraider
01-26-2007, 10:27 PM
http://i25.photobucket.com/albums/c72/artraider/4643-18.jpg
it was mostly the lighting that had to get fixed.

artraider
01-29-2007, 12:07 AM
I wanted to post updates and more weapons I had done to try to add to my portfolio,crits and critiques are welcome.

http://i25.photobucket.com/albums/c72/artraider/4643-20.jpg
http://i25.photobucket.com/albums/c72/artraider/tests-6.jpg
http://i25.photobucket.com/albums/c72/artraider/tests-7.jpg
http://i25.photobucket.com/albums/c72/artraider/axe.jpg

lildragon
01-29-2007, 01:44 PM
Just a quick note... you need to push your verts around more to give better curvature to the blades. If you're having trouble forming proper forms, draw out a circle spline and use it as a template. You have enough verts to form a pretty smooth blade, especially from the distance a player would likely see it on screen.

Your axe is the best out of the 3.

Cheers

~t

psychojohno
01-29-2007, 02:53 PM
I wanted to post updates and more weapons I had done to try to add to my portfolio,crits and critiques are welcome.


Axe is great. I dont like the first sword it seems blunt :shrug:second sword i think the handle would look better wider third sword is the best sword but i think the blade needs to be longer

artraider
01-29-2007, 10:01 PM
I changed the weapons like you said
http://i25.photobucket.com/albums/c72/artraider/tests-8.jpg
I have been trying to get my act together and try to get in the industry, but was trying to find what I was missing. I am abit confused one person says to do props and another says not to. My portfolio site is at http://www.badgerarmored.net to see what I had so far.

psychojohno
01-29-2007, 11:23 PM
I would say yes do props. You have some good looking enviroments on your site, i especially like the bathroom. Most of the things you have on the site have a simple shape for example the bath, sink, signs, cupboard. I think you should make something more complex such as a car or you could make a really high res sword and use it to make a normal map for a low res model this way it would show of your modelling skills better. Your texture work looks great:thumbsup:

artraider
01-29-2007, 11:38 PM
thanks for the compliments, I suppose I could do a halo type of vehical or something close to that,it sounds fun to me.

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