Here’s a personal project of a real time Katana that i made using blender for modeling , substance painter for texturing and Unreal engine 5 for the final renders and presentation.
For the katana the tris number is 14 526 tris.
For the scabbard ( saya ) the tris number is 4 276 tris.
I like the idea about combined map.
although I think maybe there is not big difference in size between 3 compressed BW image vs colored one. also, separating this color in shader editor is one extra step on processes.
Yes , it is mainly used in real time engine ( UE 5 as i used here )
Although , it’s fairly simple to separate the RGB Channels in the shader editor , nothing fancy here
Oops. I must update myself and take a dive to UE5.And luckily, I have time for this these days.
You Should ! it’s a wonderful piece of software , especially now they dropped 5.2 version.
Great looking katana! Can I ask how you modeled the tsuka-ito (handle wrapping)?
Thank you !
For the Tsuka ito , it’s very simple , i just modeled the two parts and used the array modifier , and after in edit mode ( and sometime in sculpt mode ) i fixed the overlapping geometries and added some varity, nothing fancy
I featured you on BlenderNation, have a great weekend!