Original mesh on bottom. My mesh on top. Oh..missing edge. Fixing now... |
The diffuse texture is just basic colors and shapes right now. I worked on the blade today and got it looking kind of how I want it. The key will be getting the specular right. The only specular maps I've made were ones for when I was messing around in Source creating basic textures. Making one for a model is a bit different (Desaturate diffuse!).
I have no idea how I'm going to make the textures for the rest of the sword. The blade was easy because a) I found a tutorial that came close to what I wanted and b) it isn't intricate. The rest of the sword has a lot of little details I need to take into account and I'm not entirely sure what they should look like.
Yes, I have the original texture and made a high def retexture, but that was simply copying what was already there by using the bevel, outer/inner glow, satin, and pattern overlay layer styles. Fake shading everywhere. I tried doing that again and...well...it looked terrible.
I think what is making the texture really hard is me. I want to keep this as scalable as possible and stick with vectors. But there is no point to doing that. I have it at 1024x2048 and anything larger is wasted space on what little vram I have. I need this to sink in.
Once this is finished, I think I'll release it on the Skyrim workshop. If I do that, I'm going to look into making glowing gems, adding flames, and a blood splatter mesh. I don't know why I want this sword so much, but the skills/experience I'm picking up are worth it.
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