<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->? if you would rather see the sheath of a weapon and see the blade for a second or two then yes, but i would rather see the entire blade on my screen.... i though the point of having a katana model was so that it looked good the whole time, not for the attacks...
Obst animations are very good, I'm using them, but I'm a bit curious how it would look unsheeted all the time... It would take some of the players view though... Someone try it?
Can i host when its done please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
bah wheres the modler of this thing <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ok hers an update fixed a couple of texture bugs that i didnt see before and addded some stuff, oh and made teh blade a bit lighter... anyone kno how to achive a good metal looking effect in photoshop?
<b>Ok, this technique is from fish on the GO forums: </b>
"1.i masked half of the blade, the sharp part, and use the dodge tool, 25% exposure and dodged in the highlights at the top. 2. I used the line tool as a mask layer, 1 pixel, and drew in the highlight that shows where the blade starts to taper, i set the layer mode to color dodge. I rasterized the layer (converted to pixels, rightclick on the layer ->rasterize) and burned in parts that i dont want to stand out. Making the color darker while in color dodge makes the highlight dimmer. Black is totaly neutral and the opposite for color burn. 3. With the bottom/sharp part still selected/masked i created a new layer, and filled it with a texture i had (most of my textures r set as patterns for easy use) and set the layer to overlay, i adjusted the opacity and contrast and turned made it gray by using hue/saturation controls (saturation in this case). I like using real textures as bases instead of creating them from scratch (example: the dodge/burn with a 300 size brush method) as it gives more natural variation, but it didnt help too much since the size of your map is very small. 4. I created a new layer and used a set of grunge brushes to add in some highlights on the blade, used a 50% gray and set layer to color dodge. Opacity was tweaked, it gives some nice wear variation. I usualy have my paintbrush in hard light mode since it can give slight color variations with custom brushes. Example of that can be seen on the blood. 5. i selected the top part of hte blade, new layer and filled it with a metal texture. I opend up the layer properties and created a shadow cast from the southeast (dunno what degrees...too lazy to check). U can play around with these options. Set the mode to overlay. 6. Added a new layer, used a gradient with a bunch of blues mixed in it. It spans the whole blade, and set the mode to color and very low opacity. 7. The blood was custom brush work, using a fairly bright red as base, then a few pinks and dark reds for variation. The brush was set to hard light and the layer to multiply. U can try color burn here but you will have to turn up the brightness a lot. 8. The gold blade was simply made by unsaturating the colors then using the variations tool image->adjust->variations (last option) and hue/satuartion to create a bronze/goldish effect.
heres a bunch of links i have on my favorites:
<a href='http://gameart.jaquays.com/texture_resources.html' target='_blank'>http://gameart.jaquays.com/texture_resources.html</a> - name says it all <a href='http://art.net/~jeremy/photo/public_texture/index.html' target='_blank'>http://art.net/~jeremy/photo/public_texture/index.html</a> - free textures <a href='http://st.gaming-interactive.com/tutorials.htm' target='_blank'>http://st.gaming-interactive.com/tutorials.htm</a> - skinnin tuts, wpns pretty much <a href='http://www.mayang.com/textures/index.original.htm' target='_blank'>http://www.mayang.com/textures/index.original.htm</a> - more textures
<!--QuoteBegin-Shinzon+May 6 2004, 08:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shinzon @ May 6 2004, 08:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanx!! those sites have been very usefull... I updated the katana, now the golden parts actualy look golden ^^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Can show us more of the blade, I think thats where you need the most work right now.
add more details to the blade (scrates and stuff) and it'll be fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> looks like a very used worn sword
<!--QuoteBegin-Shinzon+May 7 2004, 05:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shinzon @ May 7 2004, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmmm.... ok added a bit of scraches on the blade and does this look better? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
yep... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
if you would rather see the sheath of a weapon and see the blade for a second or two then yes, but i would rather see the entire blade on my screen....
i though the point of having a katana model was so that it looked good the whole time, not for the attacks...
Someone try it?
Shizon, i hear Udder is going to do a blade pack, maybe we could he could use your model in the pack? all it needs is some tweaking and it could work!
if you want a refrence pic here it is
<img src='http://www.thewebcollection.com/daywalkerswordmd.jpg' border='0' alt='user posted image' />
ok hers an update fixed a couple of texture bugs that i didnt see before and addded some stuff, oh and made teh blade a bit lighter... anyone kno how to achive a good metal looking effect in photoshop?
Effects > Noise > Add noise (40, Unifrom, Monochrome)
Effects > Blur > Motion Blur (35 degrees, distance 25)
Filter > Sharpen > Sharpen more
that should do it
but thats still not the effect that goes well with that katana... i tried it welll yeah...
but ill keep this in mind for later textures ^^ tanks
"1.i masked half of the blade, the sharp part, and use the dodge tool, 25% exposure and dodged in the highlights at the top.
2. I used the line tool as a mask layer, 1 pixel, and drew in the highlight that shows where the blade starts to taper, i set the layer mode to color dodge. I rasterized the layer (converted to pixels, rightclick on the layer ->rasterize) and burned in parts that i dont want to stand out. Making the color darker while in color dodge makes the highlight dimmer. Black is totaly neutral and the opposite for color burn.
3. With the bottom/sharp part still selected/masked i created a new layer, and filled it with a texture i had (most of my textures r set as patterns for easy use) and set the layer to overlay, i adjusted the opacity and contrast and turned made it gray by using hue/saturation controls (saturation in this case). I like using real textures as bases instead of creating them from scratch (example: the dodge/burn with a 300 size brush method) as it gives more natural variation, but it didnt help too much since the size of your map is very small.
4. I created a new layer and used a set of grunge brushes to add in some highlights on the blade, used a 50% gray and set layer to color dodge. Opacity was tweaked, it gives some nice wear variation. I usualy have my paintbrush in hard light mode since it can give slight color variations with custom brushes. Example of that can be seen on the blood.
5. i selected the top part of hte blade, new layer and filled it with a metal texture. I opend up the layer properties and created a shadow cast from the southeast (dunno what degrees...too lazy to check). U can play around with these options. Set the mode to overlay.
6. Added a new layer, used a gradient with a bunch of blues mixed in it. It spans the whole blade, and set the mode to color and very low opacity.
7. The blood was custom brush work, using a fairly bright red as base, then a few pinks and dark reds for variation. The brush was set to hard light and the layer to multiply. U can try color burn here but you will have to turn up the brightness a lot.
8. The gold blade was simply made by unsaturating the colors then using the variations tool image->adjust->variations (last option) and hue/satuartion to create a bronze/goldish effect.
heres a bunch of links i have on my favorites:
<a href='http://gameart.jaquays.com/texture_resources.html' target='_blank'>http://gameart.jaquays.com/texture_resources.html</a> - name says it all
<a href='http://art.net/~jeremy/photo/public_texture/index.html' target='_blank'>http://art.net/~jeremy/photo/public_texture/index.html</a> - free textures
<a href='http://st.gaming-interactive.com/tutorials.htm' target='_blank'>http://st.gaming-interactive.com/tutorials.htm</a> - skinnin tuts, wpns pretty much
<a href='http://www.mayang.com/textures/index.original.htm' target='_blank'>http://www.mayang.com/textures/index.original.htm</a> - more textures
"
Can show us more of the blade, I think thats where you need the most work right now.
looks like a very used worn sword
better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
In response to below, its ok if he want to do that, but its just easier to comment on the skin when we see it as it is.
i dont think thats gunna happen, i think he wants to keep the texture to himself before he releases it.