Over the next few weeks we are going to showcase our weapons creation process. This series will start with the weapon concept, and follow through to the final version.
This is one of the tier 1 one-handed swords. The sword is based on the sabre style of fencing weapons. Due to the brutal nature of the world of Utherous, a light, fast sword can be the difference between life and death.
Pictured is the concept art for the slaying sword. This concept combines a traditional saber design with some mechanical influences.
The first step is to take the concept and turn it into a usable asset. This is done by modeling the sword in a 3D modeling software. In the top image you can see the general shape of the blade and hilt. Once the shape is settled, the modeler will go back and add some of the larger details into the hilt and blade. Once this is complete, the model is sent over to a texture artist for the next step.
In the above image you can see that the texturing has begun with general color added to the sword. Each color will eventually become different materials; copper, steel, leather, etc.
The next step is detailed coloring and photobashing. Photobashing is the process used to create early details in the texture by combining many images of the material you are looking to recreate. This image shows the sword at the end stages of photobashing. Additionally, some hand painted details can be seen.
The final step is to add a specular map to determine which parts of the weapon need to be more shiny than others. The metal blade, for example, should reflect more light than leather hilt. The above image has an early map on it and the weapon is already beginning to look more realistic.
I hope you enjoyed this look into how our weapons are created! In future pieces we will include in-game screen shots of the final versions. Let us know if you have any great weapon ideas or any thoughts about this weapon!