About this image
Notice
This user's image description contains 1 images. Some authors like to showcase more of their work in their image descriptions or use the image description to provide a storyboard for the image provided.
You will need to be logged in before you can see this user's image description.
4 comments
The only suggestion I have is to find a higher res. texture for the crystal.
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.
==========
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.