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Steel Sword

Submitted by USMCWarwolf on

Back to working after having a beloved family member pass away. Started working on the Steel Longsword. Finished the low-poly mesh in about 45 minutes, moving on to sculpt the high-poly for normal map baking and then going to make the textures, will keep updating as these get done.The low-poly comes in at exactly 300 poly's.

Pic of old swords for reference

http://images.uesp.net/2/2e/MW_Weapons_Longswords.jpg

Front view

http://s1137.beta.photobucket.com/user/usmcreaper/media/3D%20work/steels...

Feedback is very welcome, want it to look the best it can after all.

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Last edited by grumpycat on 8 Dec 2013 - 19:17.

Looks great to me so far!

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Not dead btw, just having a real time right now trying to work on this with balancing School and my military stuff. School gets out in a few weeks, so I'll be cranking out assets left and right. Doing what I can in the meantime.

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Ok so I managed to get the sculpt done a bit, now is the time for feedback. Heres a link to the current sculpt togo with the High-Poly mesh.

 

http://s1137.beta.photobucket.com/user/usmcreaper/media/Untitled.jpg.html?sort=3&o=0

 

Any thoughts so far?

EDIT: If youd like to see a certain area in more detail, just let me know. Although this CAPTCHA process is really buggy for me right now>.> took me 5 mins to post this lol.

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Looks pretty good to me, but I'm no mesh expert.  That's the one on the bottom of that original Morrowind weapons screenshot right?

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Looks good to me! What program are you using? Sorry if its like 3DSMax or Blender, I can't tell on this iPad.
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Shadow:Yes, I'm trying to get it as close as I can to the original Steel Longsword.

Clint: Currently using a combination of 3DSMax and ZBrush, and will bring in Photoshop for textures once I ge to that stage.

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Ah ok, I got you. Looks good, looking forward to seeing the texture.

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Yea my complete process is 3DSMax for the base poly, both a high- and low- version, creating a sculpt from the high-poly using ZBrush, bringing that back in, baking the low and high together using xNormal, then a basic texture map, then refinging versions of that for specular and opacity maps. Of course with 11-week segments of school I rarely get to use the full process, so there will doubtless be some bugfixing to do.

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