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The Sword and Shield- Rendering and Texturing

  • Writer: Jack Foley
    Jack Foley
  • Mar 7, 2019
  • 2 min read

Updated: Mar 11, 2019


Rendering the Sword


After successfully modeling the gem, I experimented with Arnold's ai-standard surface. I found through another tutorial on how to render glass, that by reducing the base weight and color to zero, and increasing the transmission fully, then I could convincingly create a glass render. Then to make the gem appear green I simply altered the transmission color and unchecked to opacity marker. Beneath is my documentation of the process. For the gold rings I simply used the ai-standard surface preset copper, and altered the color to a more saturated yellow.

Beneath is an example of the process.


Link to Tutorial referenced: https://www.youtube.com/watch?v=axZyyVE1Y1E&t=747s


Texturing the Sword


Now that I had the everything else completed, it was time to move onto texturing the wood. Considering the wood texture I would be using, was made to be seamless I just needed to alter the UV's on the sword and then everything would look smooth and connected. This was relatively straight forward, however due to my somewhat untidy UV mapping I spent longer on this step that I feel I should have.


Beneath is an example of the wood texture I used.

Link: https://www.deviantart.com/sweetsoulsister/art/Red-Mahogany-Wood-Texture-146083467


Rendering the Shield


Rendering the shield was much the same as the sword. I used ai-standard surface to make the gold rings and jade gemstones. This time I also used the copper preset for the gold plates on the bottom of the shield, as well as on the handle on the back of the shield. For the handle I just changed the color to a muted dark blue.


Texturing the Shield


For my shield I had more fun with the texturing. I exported the UV map of the shield face and imported into Photoshop. Here I pasted the lizard and snake painted design onto it. As i mentioned earlier, I removed the glowing engravings, as such I also re-positioned some of the painted designs to better fit the new shield design. The when importing the textures back into Maya, I did so the a Phong, so that they would have glow to them, making the objects appear varnished.


Exporting to Sketchfab


When exporting the two final designs to Sketchfab, I simply had to recreate the gold and jade renders again within Sketchfabs interface, and once again import the textures so that the modes could finally be complete.

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