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A Swort (based on a tutorial with changes) Final

This scene is based on a tutorial from Ilja Shkonda. https://www.youtube.com/watch?v=smt_VgXHtiE I tried to figure out materials, shaders and post-processing. And got some different result, which I like, but what's far away from some kind of "Perfect". (Background image is from textures.com) If weapons fall under "mature content", let me know :)
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  • Yeah, for most thinks I (still) use BI's. Cycles I haven't used, because my knowledge wasn't that big (quicker/easier to use, and my Computer at that time hadn't the capacities for cycles.

  • Thank you for the reply. i am a big fan of procedural textures. I am more curious about the wood texture. I am a fan of using Blender Internal. Why did you choose BI over cycles for this?

  • Thank you, wanderingmonk7 :)

    For the metal parts, I used some kind of material with the "mirror"-option ticked. The Value is set to 0.806. Fresnel is set to 0.070. Above the scene there is an "Emission"-Plane added, that shines on the scene.
    The (slightly darker) material for the difficult theft is set to: mirror -> reflectivity 0.730 without Fresnel.
    The handle has 4 different types of "rough"-leather textures wich are set to "both", 3 mixed with different "Musgrave"-settings, 1 mixed with a "Clouds"-setting. On all of them are normal geometry ticked on in different settings.

    After all there is made some compositing, with sharpen, glare, screen, lens distortion, blur, multiplied with a "RGB Curve" and "Color Balance".

  • Great texture. Are you using a displacement and a normal or bump map to give the lighting more depth?