[First Model Edit] Marbled Sword menu

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  1. #1
    RealEyez's Avatar Member
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    [First Model Edit] Marbled Sword

    Hey guys, been lurking around for awhile and I thought I would try to make a model sword in Maya 2008

    TEXTURED & RENDERED



    UNLIT AND UNRENDERED:



    WIRE-FRAME MODEL:


    Any criticism is appreciated, keeping in mind this is my first model!

    [First Model Edit] Marbled Sword
  2. #2
    Hiselor's Avatar Contributor
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    wow, not bad : )

    But i think that sword needs some more details? : p

    In my opinion the grip is to small :x

    But.. keep it up! ;p


    I wish i could make models in maya, but im to retarded ..^^


  3. #3
    Omnia's Avatar Member
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    Originally Posted by Hiselor View Post

    In my opinion the grip is to small :x

    or is the blade too big?

  4. #4
    korvkamera's Avatar Member
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    too many vertices imo, try to make it more low-poly. Otherwise it is good
    Hi thare

  5. #5
    dcduo's Avatar Active Member
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    Wow looks great man :O

  6. #6
    Strupantwn's Avatar Contributor
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    Looks a bit flat, other than that it looks great
    also that is WAYYY too much poly for a sword
    Thats how much poly you use to make a character.

  7. #7
    RealEyez's Avatar Member
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    Originally Posted by Strupantwn View Post
    Looks a bit flat, other than that it looks great
    also that is WAYYY too much poly for a sword
    Thats how much poly you use to make a character.
    Lots of poly's are bad in models? I thought it just gives you more flexibility in moving stuff around

  8. #8
    Strupantwn's Avatar Contributor
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    An Goal for a Modeler is to use least Polys as possible, flexible? Yes, but it also makes
    the Model look Round and Smooth(Bubble-like), another thing is that when you port that in game, it lags the game with all the polys
    There are many more things also

  9. #9
    acosta1990's Avatar Member
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    Pretty sick for your first model =) +Rep

  10. #10
    RealEyez's Avatar Member
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    Originally Posted by Strupantwn View Post
    An Goal for a Modeler is to use least Polys as possible, flexible? Yes, but it also makes
    the Model look Round and Smooth(Bubble-like), another thing is that when you port that in game, it lags the game with all the polys
    There are many more things also
    Cool, I'll try to knock it down a lot then in future models. Thanks!

  11. #11
    technode's Avatar Member
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    each polygon face on screen must be rendered by the engine so having a ton of polygons will increase the render time for each frame dropping your frame rate.

    WoW weapons generally have around 500 to 1k polys with textures of 512.


    Also if your going to add blood (which is generally never done in the industry) at least make it look like real blood, thats not even in the same ballpark.

  12. #12
    cphantom's Avatar Member
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    the texture is a bit flat...but the model itself looks nice! :]

  13. #13
    mtgzero's Avatar Member
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    its nice look but i feel it is missing some dept, wondering if you made it feel heavy by makeing th balde and such a little thicker ?

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