Over the winter break I decided to try out the area of modelling I am not quite familiar with - spline modelling. At the same time, I wanted to create something beautiful, so after some fruitless thinking, I remembered that my father had several swords and daggers in his collection. I managed to dig out one that has particularly interesting inlay with a lot of metal details on it's sheath and hilt. Using it as a reference, I created a high poly (1,5 mil tri) model which I later used to bake the normals onto a 1,5k triangle mesh. Most details were created using splines or nurbs. Apparently, 3ds max has a bug, which makes the viewport lag, showing only 1-2 fps when panning or rotating the camera if there are several splines in the scene. So nurbs are the way to go, even if they are sometimes not convenient to work with.
Anyway, my only concern with the model is that I had to use enormous textures to make all the detail visible. 2048x8192 maps are definitely not something used in the games nowadays, outside of fan-made texture packs for some PC games. Hopefully, I'll be able to come up with a more decent way of packing UVs next time.
Anyway, my only concern with the model is that I had to use enormous textures to make all the detail visible. 2048x8192 maps are definitely not something used in the games nowadays, outside of fan-made texture packs for some PC games. Hopefully, I'll be able to come up with a more decent way of packing UVs next time.
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