So I have been talking with Ravanna over PM and he had me start the Daedric Crescent as a test to see if I could work on other stuff here. Turns out he likes it so hopefully we can use it. This version of it will likely be too high poly since I modeled all of the Daedric Lettering, that part would probably be best in the texture, or maybe sculpted on. Let me know what you think, all opinions are welcome of course.



Here is a lower poly version. I haven't really been working on this one since I was working on the version with the lettering and the handle design, so it is a bit rough in some spots, I will probably still have to change some more things to reduce the polycount. This will be the model I will work with for the final product, the other one was just for looks. :P


It's looking pretty sweet! For two handed weapon you should shoot for under 5000 triangles or 2500 polys.
i asked Cab to create an HPI model, essentially its a model that can be converted into both an LP model (by removing parts), and a zbrush model.
Drago, if u see this, can u give him some pointers and think up some more HPI models he can do for later?
Thanks, I will look into that. It is just that Blender only shows the number of verts and faces, is there a way to get it to display the polys? Or an equation to figure out poly's from verts?
Another thing, I am not a texture artist, so if anyone would want to create the texture for this I would definitely appreciate it. :D
Edit: Apparantly in Blender Fa is technically poly count but it counts triangles and rectangles since they are faces. It is sitting at 2016 faces as of right now, I have quite a few rectangles so to be safe I will say it is double that since all rectangles will automatically be turned into tris at some point. So about 4000 is quite a bit over on the poly count.
4000 triangles is just fine. A poly is just a square and those will turn to triangles when converted to nifs. I only put both because I didn't know if you were working a poly or a mesh. Your poly count is your triangle count divided by two. I didn't mean to confuse you.
Speaking of confusion..... @Ravanna. What the frank is an HPI model? All LP models can become zBrush models when you import them into zbrush. Then you divide them and they become high poly models. I feel like I'm missing something.
There is a mod in skyrim nexus that has the Daedric Crecent.
You can check it out if you want.
I redid the bottom blade, before I just copied and pasted the top blade then mirrored it for the bottom. Then I just resized it. I think it looks better now, I left the chips out of the blade this time. The Top blade also has a lot of weird spots on it when it is rendered, I am thinking about redoing it without the chips on the mesh since it really isn't necessary. Can those chips be achieved with a clear alpha portion of the texture?
It is pretty much done, I just need to texture it now. I could just use some random placeholder textures to get a feel for what it will look like until we get an actual Daedric Crescent texture.
Let me know what you think, any suggestions or critiques are more than welcome. :D
LD300 wrote:
I went and looked at that, and it does look nice, but it is the Battlespire variant. I aspire to make my model as close to the Morrowind version as possible.
Here's the original concept! :D
Just wanted to give an update on this, had a few things come up but I am starting to work on this again.
Sorry it has been so long. I pretty much just need textures now. I am not very good at making textures so if someone would want to volunteer for that it would be great. :D
looks great so far... i wish i could do textures too :(