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3 Dimensional Chat / Greek Hoplite Sword

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Benji
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Posted: 2nd Jul 2008 02:24 Edited at: 2nd Jul 2008 02:25




What do you think?

Yes, it's simple.

Osiris
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Posted: 2nd Jul 2008 02:41
I like it.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
Phosphoer
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Posted: 2nd Jul 2008 04:01 Edited at: 2nd Jul 2008 04:01
Nicely done

Perhaps a texture for the handle instead of a solid color?

Plus you should make a matching sheath *nods*.

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Alucard94
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Posted: 2nd Jul 2008 09:35
The render is awesome And the model looks great as well!

If someone says plz because it's shorter than please I say no because it's shorter than yes
Quote: "Chuck Norris drank gravy and fertilized his lawn with emo kids so it would cut itself"

Benji
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Posted: 2nd Jul 2008 11:11 Edited at: 2nd Jul 2008 11:13
Thanks guys! I was considering making a sheath seeing how I have a reference image.

OK I'm having problems. I added textures like suggested and I'm using normal maps. The problem is, when I enable OSA it overrides the normal mapping...so it's one or the other. What's up with that? Also, YafRay crashes every time I've tried using it. Since I installed it.

Phosphoer
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Posted: 2nd Jul 2008 12:08
Since Blender 2.46, Yafray no longer works unless you enable the "xml" option in the Yafray render settings. The xml option will export the scene to Yafray and will be rendered through the Blender Terminal (You can see the progress there). The render will show up in the render window as usual after it is finished. The Yafray project is dead by the way, it's no longer being updated, so you may have to find another renderer if you aren't satisfied with Blender internal.

Using OSA doesn't cancel out normal mapping, it just makes it more subtle. To reverse this just increase the amount that the normal map affects the model.

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Seth Black
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Posted: 2nd Jul 2008 16:44
...this looks very good, indeed.

I must agree...swapping a wrap or a carved pattern for the solid colored handle will really make this come alive.

Please do keep up the great work...


jasonhtml
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Posted: 2nd Jul 2008 16:50
it looks very nice, but only one nit-pick: hoplites almost always used spears as their primary weapon, but some did carry a Xiphos, which your sword looks very much like.

Benji
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Posted: 2nd Jul 2008 23:14 Edited at: 2nd Jul 2008 23:16
@ Phosphoer

Ah, that helps. I like YafRay partly because of it's decreased render time. But what is another renderer you would recommend?

But look at this. It isn't making the normal mapping more subtle, it removes it completely! This is with normal mapping ALL the way up. If you look at the specular on the hilt you can really see it.

222 vertices:





Both ways look bad.

@ Black

Thank you Seth.

@ jasonhtml

Perhaps I should make a spear then . Only, yes, some Hoplites did carry this sword.

Xenocythe
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Posted: 2nd Jul 2008 23:22
Rather simple I guess, but nice render.

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Phosphoer
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Posted: 3rd Jul 2008 10:36
I've heard good things about Indigo, it isn't built in to Blender like Yafray is but it apparently works. Haven't tried it. Another group is apparently re-building Yafray for Blender, I forget what the name of it was.

I'm not sure what exactly you are doing in your render that produces so little bumps with OSA. Perhaps you need a different light setup?

OSA:


No OSA:


As you can see, without OSA it is a bit more obvious, but the normal map is clearly there with OSA. (I only had it set to about 2-3).

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Benji
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Posted: 3rd Jul 2008 10:45
Thanks for the info on Indigo. I've heard of it too.

Could it be because I have different materials applied to different faces of the same object? I don't know how it could be the lights... I have three. Two spot lights and a lamp. And I'm using AO.




Phosphoer
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Posted: 3rd Jul 2008 21:37
If you wanna post your blend I could look at it, not sure what your problem is just from reading. Different materials on the same object shouldn't affect anything.

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Benji
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Posted: 3rd Jul 2008 21:49
Here you go.

http://www.mediafire.com/?2kzqzwvq4tt

As you'll see it contains the sheath I just started working on.

Phosphoer
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Posted: 3rd Jul 2008 23:57 Edited at: 4th Jul 2008 00:01
Alright, I found a few things that might help.

One issue is that the camera is so far away it makes it hard to see the normal mapping.

This is a close up shot of the handle:



I had to substitute in my own Diffuse/Normal maps for the leather, so they may be different from yours.

Now look at the same image from further away:


You can see that the normal mapping is still there, but it's harder to see.

Another thing I noticed:

Turning up the Fresnel option in the ray tracing helps. Fresnel is how much the non-reflective bits are blended with the reflective bits, which seem to not show the normal mapping very well. More blending means more parts of the handle are bumpy.

Also, try playing around with your OSA settings, you can change the filter method and size. A larger filter size seems to retain more detail on the model at the cost of slightly jagged edges, I got good results using the 'CatRom' filter and a filter size of 1.25

[EDIT]
Another thing I just thought of: You could try making the size of your normal/diffuse map bigger. Obviously super small bumps are going to be very subtle from further away, just like in real life. So if you make your image larger, the bumps will be bigger and more visible.

Check it out, I brought scaled my image to 0.75 instead of 1.
(In blender smaller numbers are bigger for scaling).

I've been using a normal mapping setting of 3 for all of these shots.



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Benji
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Posted: 4th Jul 2008 07:48 Edited at: 4th Jul 2008 07:52
Thanks for all the help Phosphoer! I finally got everything working. Something I'd like to know how to do better would be reflections on the blade. Any tips for that?

Here's a near completed version, with only one or two problems. Like the error with the texture at the end of the blade.



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DB PROgrammer
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Posted: 4th Jul 2008 08:56
The leather is too shiny Otherwise looks good.


I'm Pro grammer.

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