Friday, 2 July 2010

Sword texture ideas

The sword model will have a lot of scratches on the blade section, which will be improved a lot with the use of a normal map to bring out the depth of the scratches. I really like how much detail normal maps can bring into models just by adding small bits of depth in certain places, and I really want a lot of detail for the sword model because it would be used by the player and seen a lot. I have provided an image of a deep scratch in metal, and if you look at it closely you can see how the light bounces off each part of the scratch, it has a sort of lighter outline where the metal bumps out, then the really deep part which has a shadow. This image also illustrates different states of scratches because it goes from deep to shallow.



My model will also have a lot of other parts on the normal map that will need to be either raised or lowered. If I add any buckles or anything to the handle for example, they would need to be raised out so they look as if they are actually on the model, rather than just being flat against it.

The specularity for a sword changes for what part of the sword it is on. For example the blade would be quite shiny, but the hilt would be rather dull in comparison. I will need to pay attention to what parts need to be shiny and which don't on my specularity map for it. Below I have posted pictures of leather and metal to compare how shiny they are.



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