Below are screenshots detailing my workflow for the final result of the Khopesh weapon asset.
Original model before changes were made.
Building the new mesh since the old mesh had some errors with the poly flow. Starting fresh would also allow me to add additional details to the blade.
Modelling the details of grooves and in dents.
Quick render of the result of the added details.
Comparison between the old and high model.
I changed the poly flow around the major detail to make it more clean and smooth.
Modelling other parts to a high poly form.
The finished result of the high poly mesh of Khopesh. Will now start to model and finalise a low poly mesh.
Model the low poly mesh and aligned it to start baking.
Errors that appeared in Normal map bake.
Comparison between 2 normal maps. I have played around with cage in 3ds Max to try and capture the best result. with some trial and error I managed to get the best possible result I could get.
AO bake in 3ds Max
xNormal Bake for AO
Second try at AO bake in xNormal.
I struggled abit here, i wanted the AO to take on some of the details from the normal map in 3ds max instead of converting the Normal to AO. However I had to result in the AO bake from xNormal since it was the closet result I wanted to achieve
Experimenting with leather grip.
Stock pictures.
My first attempt at making a leather grip for a sword. I found this to be too dark so I decided to make it lighter; Also this texture was not tillable.
My second attempt at creating a leather grip. The texture now is light and tillable and you can see more of the leather texture coming through compared to the old attempt.
Final Render in 3DO