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Old Jan 23, 2007, 10:02 AM // 10:02   #21
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Ooooo...

I like... I like A lot!

You should totally do a Monk staff from the game. >.>

I love what you did with the Long Sword and Wingblade! They actually looke better than Tormented Weapons now! I do not jest...
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Old Jan 23, 2007, 10:36 PM // 22:36   #22
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That's a Glob of Ectoplasm on the Wingblade? Nice pictures, keep going
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Old Jan 23, 2007, 11:47 PM // 23:47   #23
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Omg....now that makes me want a Wingblade sword lol. Nice work, I love your behind the story on how it was made.
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Old Jan 24, 2007, 04:52 AM // 04:52   #24
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Quote:
Originally Posted by Citadel Runner
No, there is no photoshop at all here. The model is a completely new computer object built to look like the gw longsword. Notice it is much higher resolution and not exactly the same. This means I can animate it, and change it easily and quickly, now that it is made. I will animate it later and ad it to this post.
When I was referring to photoshop, I meant for this picture. Not your model (which is extremely impressive).
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Old Jan 25, 2007, 06:41 PM // 18:41   #25
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Quote:
Originally Posted by Citadel Runner
No, there is no photoshop at all here. The model is a completely new computer object built to look like the gw longsword. Notice it is much higher resolution and not exactly the same. This means I can animate it, and change it easily and quickly, now that it is made. I will animate it later and ad it to this post.


Slightly longer, and with no "bite marks". LOL. I like the bite marks!! Looks "used"




Also, I modeled a TALL SHIELD...




Working on my next project: Wingblade Sword.... coming soon
whoa man cool renders,

but i have to agree with the "others",
a shiny sword is much better than a used one, having a sword that is notched and beaten is somthing you want to have after you have loped somones head off after a fight to the death.

the bitten affect much more suits the shield, due to a shields construction, and i have to say i am a BIG fan of the texture on the grip, it looks positivlely grippable!.
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Old Jan 25, 2007, 07:31 PM // 19:31   #26
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Nice ones!

I have a small piece of advise on notched swords, if u notch em, make some notches really deep and less of the small ones (keep some in, but don't cover them with it)

Its a bit less realistic but looks more used on tough enemies..

Btw I'm not sure about it, but thats what I think ^^

Nice work, keep it up!
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Old Jan 26, 2007, 04:46 PM // 16:46   #27
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wow, very nice. I'm wondering what you could do with a Spinal Staff... /drool
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Old Jan 29, 2007, 05:26 AM // 05:26   #28
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awsome...simply awsome. You could make some insane amounts of money if you did stuff like this only for peoples characters. Keep up the great work
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Old Jan 29, 2007, 05:46 AM // 05:46   #29
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Fantastic Work! I'm going to have to start doing the same thing now that I am in college learning Maya. It looks like good practice.

From the untextured renders, it looks like you placed the texture into the handle itself (the wrap) where a bumpmap may work better for poly counts. Then again, these aren't "ingame" material with the current gaming and rendering technology available, so it doesn't really matter.

@ Jesse: Characters are much harder and take much longer to create, simply because they are organic. This is slightly offset by the fact that they would not have to move, but it is still a time consuming and complicated process. Given the creation time, a single character would probably cost upwards of 300k!

Who knows, maybe Cit is a generous person! :P
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Old Jan 29, 2007, 06:31 AM // 06:31   #30
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Quote:
Originally Posted by Kaida the Heartless
From the untextured renders, it looks like you placed the texture into the handle itself (the wrap) where a bumpmap may work better for poly counts. Then again, these aren't "ingame" material with the current gaming and rendering technology available, so it doesn't really matter.

@ Jesse: Characters are much harder and take much longer to create, simply because they are organic. This is slightly offset by the fact that they would not have to move, but it is still a time consuming and complicated process. Given the creation time, a single character would probably cost upwards of 300k!
Maya is a similar, perhaps even better, program. The wrap on the handles of both swords is a separate object. The wrinkles in the hide and the color are textures. The runes on the Wingblade sword are bumpmapped, but on the longsword are actually modelled in. I have no concerns over polygon count on these models.

Awesome video of the Wingblade Sword with electrical shocking energy (its a shocking sword, right?) coursing through it coming soon!

test frame....



Thread continues here...........http://www.guildwarsguru.com/forum/s...php?t=10113239

Last edited by Citadel Runner; Feb 01, 2007 at 06:04 AM // 06:04..
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Old Jan 29, 2007, 08:44 AM // 08:44   #31
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Ahhhh, okay. Just checkin. Everything is still a huge learning experience for me. :P

Can't wait to see the video!
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