Skyrim
WIPz - Keening Longsword

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sc_wolf

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4 comments

  1. patobek
    patobek
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    Look good.
    The only suggestion I have is to find a higher res. texture for the crystal.
    1. sc_wolf
      sc_wolf
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      • 4 kudos
      Yeah, I'll see what I can do about that. It's just a 512x512 texture and a 1024x1024 texture that I grabbed from the stock textures to layer together quickly in photoshop.

      Even with a higher res texture, there's going to be quite a bit of distortion where the blade has been stretched. (That's one of the reason I didn't bother trying to find anythng at a decent rez to sub in the texture.)

      If I knew how to UV Map, a new UV Map would probably go a long way to making the texture look cleaner.
    2. patobek
      patobek
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      • 172 kudos
      I can UV map the crystal for you no prob
    3. sc_wolf
      sc_wolf
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      Oh, man, thanks patobek. Tried to send something to you by PM, but it told me you couldn't get any new messages, so I'll just post it here instead:

      ==========

      Thanks for the generous offer of redoing the UV Map on this.

      I zipped up the altered meshes and the textures I was using, and uploaded them to

      https://www.dropbox.com/s/11as90l7ut1unae/KeeningLong.7z?dl=0

      (Aside from my two slapdash photoshops, you should already have all the stock textures still being used by these meshes, but I threw them in just in case.)

      And if you see any changes you'd like to make to the meshes themselves, feel free. I'd like to say this was just a quick & dirty NIFScope hack, but it wasn't exactly even quick. Just dirty. Lacking any proper 3D program or any skill in using the same, my method was as follows:

      Step 1. Open the mesh in NIFScope, and try to scale the NiTriShape for the blade. Get ugly open gaps where the polys no longer line up.

      Step 2. Examine the coordinates of the vertices, and realize that the part of the blade that touches the hilt has vertices that have negative y-axis values.

      Step 3. Go through *each* of the 182 vertices, and if its y-axis value is positive:
      3.A. Copy it to the clipboard
      3.B. Paste into calculator
      3.C. Multiply times 4
      3.D. Copy back to clipboard
      3.E. Paste back into NIFScope

      Step 4. Realize that in Skyrim, they added another NiTriShape Node just to tell the game engine where the blood decals go, and no, NIFScope doesn't seem to have any way to copy & paste a set of edited vertices, so all of step 3 has to be repeated for a second time.

      Step 5. See how distorted that makes the stock texture & poke through the stock textures to see if there are any that can be slapped together in Photoshop to look passable.

      Step 6. ????

      Step 7. Profit!

      I'm sure you can readily see the flaws in this "workflow" I know my girlfirend's already pointed out that the part of the blade where the tip narrows down to a point is a lot longer than is typical on most longswords.