A few grabs from Unity of my texture on my 3d object.
Few notes, it seems the UV maps are a little distorted and messed up when exporting into Unity. Also some of the textures come up differently in here, going to have to make some adjustments in the near future
Also to note, the handle should not be shiny, going to have to export that as its own new material to get a leathery feel that it should have.
5 Replies to “Sword texture (not complete)”
I agree with what some people said in class about the actual sword blade feeling a little short; I think making that whole part longer would help a lot. Otherwise just keep trying to figure out what’s up with the UVs and textures since you put in into Unity; I can see the sort of effect you’re trying to reach and I think that it’s a really cool idea!
Going off on what other people said in class, I think your blade can be wider as well. I do like your cross-guard and pommel though. Can’t wait to see it with correct textures!/
Hi! I hope creating a new project folder and reimporting the blade worked in terms of the UVs not working. if that didn’t work, did you delete the history and freeze transformations? Not doing that before I import something into Unity seems to mess things up quite a bit. Overall though, I like the color scheme of the blade, especially what was proposed in class. I hope to see pictures of the blade after the UVs are fixed!
I love the colors, but they do clash. That’s probably due to the strange error you are getting with unity’s texturing. I hope you figure it out. I can’t wait to see it all together.
I think you did a very nice job with the shape of the sword! The only suggestion I can think of is to consider making the hand-guard of the hilt a bit taller. I can’t wait to see what the fixed texture will look like!