Overall it looks great! You may want to test out some of the other cubemaps though, to get a more reflective look to the blade. I had been using shinyglass_e for years, but finally got tired of it and made some new environment maps. They really make a difference.
You need go get your poly count way down. Anywhere you have a straight line, you can remove segments. And for things like the indentation just past the quillions, those can usually be made with around 3x3 segments, sometimes a couple more. For round items like the quillions, try to keep the segments around the cylinder to a max of 16. 8 to 12 will usually do it for most items.
Thank you! Won't lie, I was super lazy with managing the polygons. I was focusing on the getting the shape right xD But lesson learnt:) The tutorial mentioned selecting cubemaps but it seemed optional at the time, definitely going to experiment with that in the next project.
Here are a few tuts that may help manage your poly count Viking Sword Tutorials Poly count is fairly important to keeping performance up via keeping resource demands down. Not that every item has to be skimped on though. It's just when everything all at once is way over budget that you will see any significant hit.
The cubemap can make or break the feel of an item pretty fast. I started out using shinybright, but very quickly found that it was terrible, so I messed around with the vanilla ones until shinyglass which did the job fairly well. It still left some items looking like plastic toys though, so I went ahead and made a bunch of experimental ones. Turned out, as I kind of figured it would, that just making a basic one out of a bland daytime photo of the outdoors make the best reflects. If you would like to test them out, I can send them to you. Just throw me a PM and I can shoot you my email, if it isn't already plastered on the site somewhere. I've spent the past week replacing shinyglass with one of them in all my weapons. The difference is night and day. Well, the difference is realistic and Mattel.
EDIT: Here's a good example of poly count... the last company I worked for was setting up a demo. I build under my own budgets, which are frequently way under the actual developer budgets. I also work on tighter time frames, but that's a different story. Anyway, they kept insisting I use more polys, because the budgets were way higher than my assets even though my assets didn't need it. So I went ahead and added in more poly detail that was truly not necessary. About the time they compiled a build, they couldn't figure out why they were getting 3 frames per second.... I facepalmed pretty hard.
Very good job! I love the Emerald Greatsword! Could you turn the Ruby Sword into a Ruby Greatsword too please? Keep up the good work! Endorsed! Just a tip, you maybe should change the name of your mod into: Emerald Sword and Weapons Collection by Kredans or something else! Could I translate the Emerald Greatsword into French please (asap)? *
32 comments
You need go get your poly count way down. Anywhere you have a straight line, you can remove segments. And for things like the indentation just past the quillions, those can usually be made with around 3x3 segments, sometimes a couple more.
For round items like the quillions, try to keep the segments around the cylinder to a max of 16. 8 to 12 will usually do it for most items.
Viking Sword Tutorials
Poly count is fairly important to keeping performance up via keeping resource demands down. Not that every item has to be skimped on though. It's just when everything all at once is way over budget that you will see any significant hit.
The cubemap can make or break the feel of an item pretty fast. I started out using shinybright, but very quickly found that it was terrible, so I messed around with the vanilla ones until shinyglass which did the job fairly well. It still left some items looking like plastic toys though, so I went ahead and made a bunch of experimental ones. Turned out, as I kind of figured it would, that just making a basic one out of a bland daytime photo of the outdoors make the best reflects. If you would like to test them out, I can send them to you. Just throw me a PM and I can shoot you my email, if it isn't already plastered on the site somewhere. I've spent the past week replacing shinyglass with one of them in all my weapons. The difference is night and day. Well, the difference is realistic and Mattel.
EDIT: Here's a good example of poly count... the last company I worked for was setting up a demo. I build under my own budgets, which are frequently way under the actual developer budgets. I also work on tighter time frames, but that's a different story. Anyway, they kept insisting I use more polys, because the budgets were way higher than my assets even though my assets didn't need it. So I went ahead and added in more poly detail that was truly not necessary. About the time they compiled a build, they couldn't figure out why they were getting 3 frames per second.... I facepalmed pretty hard.
aMidianBorn Ebony by Modd3r and CaBaL (texture) - http://www.nexusmods.com/skyrim/mods/37487/?
Just a suggestion, but, you could make the other gems swords, like diamond sword or like that, just to complete the collection.
I mean, that's just an idea I give you.
Could you turn the Ruby Sword into a Ruby Greatsword too please?
Keep up the good work! Endorsed!
Just a tip, you maybe should change the name of your mod into:
Emerald Sword and Weapons Collection by Kredans or something else!
Could I translate the Emerald Greatsword into French please (asap)? *