Modification for games is a great opportunity to improve some details that big GameDev companies might not consider important. Good armors and swords should always accompany legendary fights.
Just as real sword makers forge swords through a series of stages using fire and water, we developed our model through a series of steps, except, of course, without using water and fire. We based the model on ready-made sketches provided by the client, and we improved the main concept of the 3D model. We used the normal map as much as possible to reduce the polycount.
We then used UV mapping with a maximum UV efficiency level of 93% so that the textures with 2K resolution looked clear cut and without blur, and finally, we used PBR rendering. At the last stage, we came up with a solution to give the scuffs a color, bake AO in the base color, and make an export using Substance Painter to the “PBR specular/glossiness” preset.
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