Barf said:
the only thing weird I noticed is on the cross-guard, the largest pointy thing is inverted near the tip and goes inside out.
other than that I dont get any extra lines or weirdness in max, do the ghost lines persist after you triangulate?.
edit: also noticed the point on the pommel, the tiny one is also inverted.
btw: the sword is definitely well made for a beginner, keep it up
oh yeah if the sword looks right when you triangulate the mesh before importing into brf, just ignore the lines.
I'll definitely look to fix the inversion areas. I think Khandrak might have it right in his assumption that by moving the virtices around from the basic shape I had, I crossed planes. That might be why I'm seeing the ghost lines.
And when I triangulate, the ghost lines disappear but I'm left with a massive poly count.
Thanks for the thumbs up and for taking the time to check for mistakes!
Khandrak said:
What I did notice was that in your unmirrored model, there are some edges that are going through your model. That's probably what your problem is. My guess here is that you started with a basic shape and moved the vertices around into funky positions, but you moved some that were connected across the bottom of your model up so that their lines now move through the model.
I definitely started with a basic shape and moved the vertices around like crazy to get the shape I needed. Since I'm completely new to this, I probably did exactly as you described. I'll look into it.
Khandrak said:
Some tips:
You made it way too complex. The curves have too many vertices and the handle has far too many. You have to think about this objectively as you're making it. 100 people running around the battlefield with a 2000 polygon sword is a bit much. You'll get better at making things look good with less.
Good point. I remember editing the Black Hood a while back in Wings and immediately noticing that it wasn't round at all. The faces were large, flat, and few. Gonna have to delete some edges on my sword then, since when I triangulate I'm getting 1600 or so poly's and that's waaaay too much, I know.
Khandrak said:
You need to make some of the edges hard. The way edges normally are, they round and smooth when it's actually being done in game. This is quite problematic with things like the edge of your sword, or the point where the sword meets your hilt. If you leave it how it is, you'll have a smooth, rounded mess. Click the shaded cube in the top right corner of wings to see what I mean. So, what you need to do is go into edge mode, and select all of the edges that you don't want to round. The edges of the blade. The part where it starts to taper. Where it meets the hilt. The outside edges of those bumps on the handle. Et cetera. Then right click, hardness -> hard.
To triangulate, select your whole model in face mode, right click, tessellate -> triangulate. That'll do it for you. If your model isn't triangulated, it's going to look like a funky piece of **** with holes in brfedit.
I had been wondering how I was going to make the blade bevel look like one instead of it being blended/curved. You just answered that question. Before triangulating, I exported it as an .obj and when I got it into BRFEdit it looked like **** just as you said. I was thinking "All this damn work for nothing" till I triangulated. Awesome. And with hard edges, it'll look THE ****. Not like ****. Thanks for the mini-tut. Much appreciated!
Thanks guys for all your answers and knowledge. Even though I barely know what I'm doing, I know tons more now that I've asked some questions.