I’ve been modelling a katana for the past 2 days, and I was almost done when I realized that my sword didn’t have a distinct edge. (What I mean by that is there wasn’t a noticeable difference in the shine of the material.)
Thinking I could just select a bunch of vertices, separate by material and then tweak the material I had set, I tried exactly that… except that it didn’t work.
I’ve tried looking online but no luck so far.
That’s why I have crawled my way back here, battered and defeated, looking for guidance.
There isnt much geomtry to see… for examplethis simple 5 sides thingy has just a shiny material ans something to reflect on and you see the shaper side of the blade:
The HDRI you are using is very diffuse and even lit. When people render metallic objects, they usually have light setups or HDRIs with significantly more contrast so that the shapes actually get highlights.
The reason I haven’t set up any lights yet is because it’s a model that’s going to be used for an animation I’m working on that’s testing the toon ‘filter’ or however you call it.
That’s why I’m worried about it, because I want to exclusively have the sharp edge shining during the actual animation.
Edit : Okay, I know I said I’d try it out, but how does adding an edge loop help? I’ve tried it but it doesnt seem to do anything. Maybe I’m doing it wrong.
easily- use the painted texture as the Mix Factor on a MixShader node. Paint in black and white. Use Glossy BSDF for 1 input and your sword material for the other (or something like that)
To add to @joseph 's comment…( was working this up while everyone took the thread far beyond where I read…)
Split the textures…assign one to the Blade and one for your edge…DON"T Make the edge SHARP but add a bit of Bevel to it to get reflections…in your selected Blade section texture add your roughness hammer marks whatever…then in edit mode select the area you want sharp to shimmer sparkle, etc add new material and assign it …make it shiny…