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https://www.turbosquid.com/3d-models/medieval-morningstar-mace-3d-model-1154614
This is my favourite type of 2 handed mace.
About me, I am both an avid student of Medieval history and I also clocked in over 200 hours of Chivalry, so every weapon ive made and will make will be intended to look historical and fitting with the games visual look.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=322650741&searchtext=
TheMightyKnight
@Jon Snow You know nothing Jon Snow!
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█░Torn Banner █
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For example: https://tornbannerjira.atlassian.net/wiki/download/attachments/30606317/image2014-8-19%2012%3A32%3A9.png?version=1&modificationDate=1408465908545&api=v2
See that texture on the right? How did they know where to place respective parts of this weapon? It seems these parts are arranged in specific way, not like they could place them where they wanted.
One more question:
"2. Adobe photoshop to edit the texture."
Do you make these textures from scratch? And how to create that .tga file (you know, that one looking like papercraft or sth :))? I have many different textures assigned to that model in 3DS.
1. A 3d modeling program like Blender,Maya or 3ds Max like I use to make the model.
2. Adobe photoshop to edit the texture.
3. Chivalry Medieval Warfare that includes an SDK .
4. You need to make a high poly model which you will use to bake a light map as well as normals.
5. A low poly model which will be the in game model.
6. After you bake normals and light maps bring those into photoshop and use them to create the diffuse,specular,normal and blood map.
7. after you created all that follow this tutorial made by Torn Banner.
https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/Tutorial%3A+Adding+New+Weapon+Skins+to+Chivalry
8. and thats it at its mode simplified.