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The Fairyblades Scimitar Final

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I first had this idea way back in 2011, while I was mucking around with the Unreal Engine 3 and Blender 2.5: adding playable and non-playable characters, designing levels, etc. The last two-second video is all that's left from the original version: it shows how this weapon was meant to be 'drawn,' so-to-speak 😁.

Well, I never made my epic game or action movie, as it happens. Yet the idea stuck, and became a part of a concept: a piece of world-building for another project on which I am still working, on and off, and which I may or may not publish because I am not doing it professionally -- that is, as a job, for a living --and so am free to do it my way or the highway, not the customers', editor's, publisher's, or anyone else's way.

In the meantime, as both me and Blender grew and evolved, so did the Fairyblade Scimitar. And now it renders reasonably well in Cycles and Eevee (as the bigger video demonstrates), and even though there are still a couple of rough spots in the topology, I believe I've reached the point where I can only make it worse if I continue to tweak it. So, I'm calling it final: from now on, its place is in my Asset Browser, and I've already purchased a set of Samurai mocap files on Blender Market, hoping to put it through its paces one day.

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