Dragon Slayer

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Dragon Slayer // Work in Progress

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Post by remnar // Aug 29, 2006, 1:08pm

remnar
Total Posts: 105
This is a model I made a long time ago. I recently made some changes and decided to work on it more. However I still have a problem with the blade shader, as it still looks flat and dull. Also the lighting is making the sword look like it's tilted up from the handle, and that is not the case. Any suggestions and comments are welcome.


Edit: I changed the blade it looks better not exactly what I want.

Post by Matski007 // Aug 29, 2006, 2:29pm

Matski007
Total Posts: 539
pic
the floor makes it hard to make out any design, as the main focus is the modeling of your sword i think it best to show renders of the sword on its ie on a blank background, along with some wire renders so we can actually see the detail and modelling gone into this

Post by TomG // Aug 29, 2006, 3:27pm

TomG
Total Posts: 3397
In a 2D image without stereoscopic information, the eye (well, the brain, but you get the idea ;) ) uses various cues to determine the shape and position of objects etc.


In this case, the complex background makes the handle blend into it, in fact it looks like it is merged into the ground. Combine that with the bright highlight in the bottom right of the picture, and it makes the blade look like it is titling up to the viewer.


Things I would try:


1. Plain background, to make the handle stand out.


2. Shadows on the plain background, which will provide an important cue for the brain to determine the position and orientation of the object


3. Move the camera, or the blade, or the light source, so that the highlight is not at the corner of the image, and we can see the blade return to a non-highlight state (so we see the beginning, middle and end of the highlight)


4. Give the blade an environment to reflect - reflective materials are very tricky due to the fact they have no color, and can only be seen by the reflections in them (or pretty much). Something to reflect will let the eye work out the shape and material and orientation of the blade more. HDRI would be the quick n easy n effective fix there, if you have it :)


Those would be my ideas that I would try out - btw I think the blade material looks pretty good already, just the highlight, lack of shadows, and blending of handle and ground are the main cause of visual "confusion" here.


HTH!

Tom

Post by remnar // Aug 29, 2006, 4:09pm

remnar
Total Posts: 105
I used an array of lights to get a decent lighting scheme in ts4.3.

The materials are from DarkTree.

Post by b_scotty // Aug 30, 2006, 12:43am

b_scotty
Total Posts: 176
pic
Ah, now that I can see the hilt, I can say I like it a lot. :)
What I think would look really cool is if the hand guard resembled dragon wings. Just a thought. :) Nice work!

Post by Matski007 // Aug 30, 2006, 1:31am

Matski007
Total Posts: 539
pic
very nice indeed, I think you ought to work on the guard, make it look as good as the handle which is very cool

Post by chrisj // Aug 30, 2006, 3:29am

chrisj
Total Posts: 239
pic
the blade needs something to reflect. Use a steel material, and put the sword in an environment, perhaps just a box or a small sphere. Paint the surfaces and invert the faces.

Also, your hilt texture looks pixellated. Try a higher res texture, or repeat the texture

Good design and modelling.

Chris

Post by Rareth // Aug 30, 2006, 3:46am

Rareth
Total Posts: 149
actually the texture on the handle looks like its bump map is set to a too high an amplitude. Detail looks great though.
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