A Realist Fantasy Project for Crysis, featuring an engaging story, immersive environments and a deep, highly realistic combat system all presented with a cinematic sensibility. The IW Team is recruiting. We are seeking animators, coders, modellers and texture artists.
This image is an attempt to illustrate some slightly more interesting metal materials - especially the scratching of the hilt fittings. The blade also uses an updated "clean metal" material which adds a custom environment map (not really visible, except on the right-hand edge) in a bid to add realism.
I own a few swords, and the way that they reflect light is quite interesting - they can be almost mirror-like in the right conditions, but they are also somewhat glossy. I'm doing my best to simulate this, and I think I am getting nearer.
The weapon itself is a slightly updated version of the standard Southern Kingdom arming sword. This one has more rounded corners and a stepped-down "dome" on the guard. The pommel is the most drastic change - previous iterations were simply square in cross-section, this one is a disc and dome which serves to a) better reflect the architectural feature it is modelled on, b) make the design more interesting (in my view) and c) make the weapon's real-world balance properties a little more practical.
The table also features a normal map, though the diffuse texture will be re-applied and/or the table remodelled.
Yes! Hilt detail.
I'd like to think that custom shine your talking about is the type of reflection you would most likely see in chrome.
By that, I mean when a circular metal object reflects something, it reflects (usually) the sky and the ground. Making one side (usually) a tan tint while the other (usually) blue.
Unless I'm entirely wrong and wasted your time?
No, that's pretty much it :) - I am making progress with the material editor, but it is gradual.
awesome job!! GREAT DETAIL!!!!! its nice to know u hav eactual swords u can use as models!!
Looks better :P seems like the blade is dull though.. maby its just lightning effects playing :S
Dull? As in too simple or not shiny enough?
I think the weapons are a nice start, but maybe try to give some of your weapons 'weathered' looks to them. Add some sweat stains to the grip and maybe a small chip or something in the hilt. Also could add some scratch marks to the blade itself (or even notches in the blade depending on who owns it).
I can understand how some officers, kings, knights and noblemen might have pristine looking blades; but for the common fighter (who actually uses his sword) the weapon would look much more dirty/weathered/beat up.
If you have an able programmer you should look into the dynamic material layers. It's not too hard to swap out dynamic frozen (or one of the others) for your own custom layer.
It's much easier to click that 'apply dynamic material' button than to apply custom decal textures to each asset.
Very useful comment :D - I'll look into all this, and I completely agree.