Utilizing my newly gained skills, I split the branches with abandon and scaled them to around the same size. Then, I split the staff's shaft and flattened it out to run all the way around end to end. This is where I ran into an issue with texture stretching.
Green means no distortion. Red means distortion. Green+red means a little of both. |
Distortion fixed, I exported the model into Mudbox and fumbled my way around the UI. Once I got the hang of the projection mapping, I used the stock stencils to paint my textures. After that, I exported all the layers into Photoshop for some fine tuning.
All I have left to do now is make the texture for the transition piece that holds the shaft and blade together. Alright, maybe some more tweaking...THEN I'll put it in-game.
D you still have the 3d model for the staff?
ReplyDeleteYes.
Deletemay you give 3d model?
ReplyDeleteHello. I know it is long time since you posted this, but may you share 3D model?
ReplyDeleteYou can grab the model from my Dragon Age Weapon Pack 1 (nexus: http://www.nexusmods.com/skyrim/mods/19263/?). You'll need BSAOpt (http://www.nexusmods.com/skyrim/mods/247/?) to open the BSA file and either NifSkope (https://github.com/niftools/nifskope/releases) or NifTools (http://www.nexusmods.com/skyrim/mods/5622/?) to get the model into your 3D program of choice.
ReplyDeleteThanks a lot!
ReplyDelete