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Odd angles for sharp edged blades


OrinDoomHammer
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Ok here is the story, I have been working on this mod for a while now for Skyrim, to build some of the weapons and armors from the Dragon warrior series I had everything modeled out but the zenithian armor,

well as it turns out i found a virus on my pc and nuked my HD. steam and skyrim has really cool feature where you can upload your mod files to share when someone subscribes to the mod so I re downloaded my mod to pick up where i left off and maybe do some sculpting on the Items I have found that almost all of them are missing and now have to rebuild them, I decided to use 3d coat as i can bake AO and well we all know the why, suffice it to say it rocks, Anyway working on the Erdrick sword I have found that im going to require some really odd sharp angles around curves and some smooth angles around curves and i was wondering if there was an easy way to get even and sharp edges around a corner for something such as an oddly shaped blade.

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Not that this really answers your question, but one thing to note is that using Voxels for thin shapes isn't necessarily the best way to go. You might be better off modeling it in another app and then simply bringing it in to UV unwrap and/or paint in 3DC, without changing the topology.

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Its not really a thin shape I have a happy medium on width and the actual mesh will be much sharper and thinner looking, honestly right now it looks like something out of the power rangers.... but its mostly just for sculpting its more or less the shape i want to enhance by giving it that nice transition from flat steel to beveled edge look.

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There are only two things I can really recommend.

The first, if you're adamant about sculpting it, try increasing the size (this will increase the voxel count) and increase the resolution (if need be) and try to sculpt those hard edges again.

The second, don't sculpt it with voxel at all. I actually don't recommend attempting such an item with voxels, it's best to model it, import it and sculpt or paint your details as needed. It'll be a whole lot easier, quicker and will save you a boat load of stress. But that's just my two bits.

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yeah i did just that, its not about the thickness of the object as i would have been happy to bevel the sculpt and keep the side of the blade fat, the beveled edge would have fit right over the sharp edge on the low poly model giving it the beveled look with out destroying the sculpt, The problem is how to get the thickness and shape at such a wired angled blade normally when i put a bevel on something i just line up point A and B and carve it off with the pick tool. but if i had done this i would have destroyed the shape of the blade. its more about the way to carve a wonky shape and get a sharp edge or maybe i should say angled bevel then get a blade like edge.

Well Like i said i just modeled it out in blender real quick and shot it over as a Primitive worked fine so no complaints here. The rounded circular edge i needed i figured out I used a spline with a custom mesh and used it to cut the rounded portion of the hand guard out which works well enough it gave me a lip but i think i actually like that cause it gives it some character.

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