BC1-1908 Homework - Williamatics

Collaborations

Hello!  I'm sorry I'm late.

Originally, I was going to make a crossbow.  However, I recently got Terraria*, and I decided to make a sword from that game.  After careful deliberation, I chose the Night's Edge.  Unfortunately, it looks rather simple in game:

Therefore, I will use this as a base with which to add my own embellishments.

*As far as I know, Terraria is the only game where you can shoot a giant flying eyeball with a machine gun stuck into a shark's mouth while riding a unicorn in the underworld.

  • William Miller(williamatics) replied

    jack07 Thanks!  I keep forgetting that you can edit multiple objects at once now.

  • William Miller(williamatics) replied

    Here is my final UV layout.  What do you think of it?  The gems were a pain to unwrap.

  • William Miller(williamatics) replied

    Never mind, they weren't final.  They were close, though.

    I have a problem with texturing.  How do I paint over the edges?  Here is an example of what I mean.

    It looks fine from the top...

    ...but from the side it looks awful.

    How do I fix this?

  • spikeyxxx replied

    williamatics In the Tool Settings, under Falloff, try disabling Normal Falloff.

  • William Miller(williamatics) replied

    spikeyxxx Thanks, it worked!  I have another problem, though.  There are three faces that ignore the fill tool.  Why?

  • spikeyxxx replied

    williamatics (Maybe try this in an incremental copy of the .blend)

    Select everything in Edit Mode and unwrap again. It is possible that some faces weren't selected when unwrapping last time...

    Make sure no UV's are overlapping. Set the margin high enough, so that you can increase the bleed value to 10 or so.

    If there are still problems, you could try applying the modifiers.


  • jamesley replied

    williamatics If you have too much problem painted directly on the UV

  • William Miller(williamatics) replied

    I had a great idea for a really unique texture for the Night's Edge, but due to some problems I have been delayed.  (Thank you spikeyxxx and jjamesley for helping me.) That means I'll have to resort to an ordinary texture. Here is what I have so far. Now that I know what I'm doing I should be able to finish it tomorrow.

    Trying to make blue and purple metal look good will be an interesting challenge for next week...

  • William Miller(williamatics) replied

    @theluthier I'm late this week. I'll see if I can get it done tonight.

  • William Miller(williamatics) replied

    Week 2 Homework Submission

    I apologize for being late.  I left the gems untextured because I was just going to give them a gem shader.

    https://www.youtube.com/watch?v=luubTSmpe6w&feature=youtu.be

  • Kent Trammell replied

    williamatics Nice job finishing up your texture! I knew this one would be a challenge, both the interpretation and how I could grade it. You're doing some good things here, like the color tone variations across all color as well as the edge highlighting.

    However there'es one thing that keeps me scratching my head: What is this sword made of? The texture isn't representative of metal, paint or wood. Perhaps it's plastic...so a toy sword? Since it doesn't currently read like a known material, it's difficult to relate to it and therefore ambiguous.

    Maybe I will see it plugged into material and it will make perfect sense. But for now it's not so clear. Nor is it clear from the source material...So it's a B+ in my book. Make me see the light with the shader!

  • William Miller(williamatics) replied

    @theluthier It's made out of metal.

  • Kent Trammell replied

    williamatics Ok so it's probably an anodized metal like this:

    Is it a brand new sword or has it seen battle?

  • William Miller(williamatics) replied

    @theluthier It's supposed to be an old ceremonial sword, so it has dust and grime, but it hasn't been in a battle.

  • Kent Trammell replied

    williamatics I see, so there won't be any nicks and dings. Well the light dust and grime will be interesting to see. Sorry if I'm being to nitpicky. My point is to encourage you to think through the object to ensure it can be relatable; to ensure it's believable.

    Things like dents and dings to reveal the non-anodized metal underneath as well as dust and grime are ways to make a 3D asset believable. It sounds like you're thinking things through well enough though, so I'll trust you and bump your grade up to an A :)

  • William Miller(williamatics) replied

    I have no idea what I'm doing.  Could somebody please point me in the right direction?  I'm trying to make it look dusty.

  • Matthew Fricker(frikkr) replied

    williamatics I used this tutorial a couple of years back to learn how to add dust to a model. It should still be relevant as it is really just nodes and they haven't changed a huge amount. 

    Hope it helps 

    https://www.youtube.com/watch?v=ZmrCoGj9m2Y

  • William Miller(williamatics) replied

    frikkr I can't get it to look right.  What settings should I change?  Here is a screenshot of what it looks like and the shader that the dust is using.

  • Omar Domenech(dostovel) replied

    That sword can totally be made out of default cubes.

    - "Cubism was a revolutionary new approach to representing reality invented in around 1907–08 by artists Pablo Picasso and Georges Braque."..... If you can make it appealing out of cubes, you can be the next Pablo Picasso.

  • William Miller(williamatics) replied

    dostovel I don't want to be the next Pablo Picasso.  I want to be the first William Miller.  (I question whether many of Picasso's works even qualify as art...)