View Full Version : FrostSword for Oblivion

08 August 2006, 09:12 PM
Hey. It is me again. I have been experimenting with normal maps and shaders again. I decided to do a low poly sword, and to actualy put it into use. I will port it into Oblivion. So the specs are similar. Well everything else is done. I just have to learn how to import new weapons into Oblivion. If anyone has any url to help me with porting it into a Oblivion I would be very gratefull. I also want to know how does the engine handle specular,glow and reflection. Modeled in max, zbrush and photoshop. If anyone wonders why the frostsword name. I will add some glowy parts into metal and handle, with some particles WOW like style:)) I hope it will look great in game. Here is how it looks in max viewport with color, normal, specular and reflection maps.
sword_01 (

08 August 2006, 10:23 PM
this looks pretty awesome :D only a couple of crits: i think it looks too sameish all over color wise, needs more contrast. also the normal on the skill seems a little blurred. the side of the sword where it meets look very round as well, although ths could be fixed with smoothing groups. make it look nice and sharp, perfect for cleaving skulls :D good work so far!

08 August 2006, 04:35 AM
looks good however I think the normal maps look blurred because it's a viewport shot.. show us a nice render so we can see the shader and the normal map. I know it wont be that glorified in game but still it's nice to show your work off ;-)

08 August 2006, 10:42 PM
Thanx for the replays.
I redid some of the normal maps and fix the sharpnes. Also some scracthes have been added. I have made a new specular and reflection maps. I will thicken the blade and sharpen it abit. I am still working on the color map. The handle will get abit longer and in the begining I will add claws which will hold the handle. I will also make a warrior with this style of detailes, of course he will carry this sword.
and some new screenies :)

full view (
blade (
Normal/specular/reflection/no color (

08 August 2006, 03:24 AM
LOOK AWESOME now... you tried doing it with displacement>?

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08 August 2006, 03:24 AM
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