Development 2: Blog 2
I saw many streams talking about a special type of weapon in-game with inspiration from that. The Katana called Termal katana form cyberpunk 2077. It is also known as cyber katana among the streams.
Reference :

seen from China

seen from Switzerland
seen from Brazil
seen from China
seen from Brazil
seen from Netherlands

seen from Indonesia

seen from Switzerland

seen from United States
seen from United States

seen from Malaysia
seen from Brazil

seen from United Kingdom

seen from Switzerland
seen from United Kingdom

seen from Malaysia

seen from United States
seen from China
seen from Uruguay

seen from Netherlands
Development 2: Blog 2
I saw many streams talking about a special type of weapon in-game with inspiration from that. The Katana called Termal katana form cyberpunk 2077. It is also known as cyber katana among the streams.
Reference :
Development 2: Blog 5
exported textures from Substance Painter and connecting textures using blender nodes
Using blender cycles as real-time renders. Render the output.
Development 2: Blog 4
UV
texturing
Development 2: Blog 3
Modelling the katana base blade and handle.
Adding more details to the katana like small screws and joints.
Development 2: Blog 1
For development two, I got Cyberpunk 2077 as a gift for my birthday. I am in love with the cyber theme.
I haven't really played the game much I have played only 30% but I watch most of the live streams. And even the movie Blade Runner 2049 came to my mind.
So I was just surfing if I could find a thing that is good for modelling.
Development Project 2 – Week 6
05/01/2024
Initial progress of my second mushroom model using low poly shapes.
I started my second mushroom model for my scene, and remembered to take a progress image of the start of the process. I followed the same workflow as my previous model, and gradually began increasing the poly count and combining the body into one object. I decided to continue keeping the model as separate pieces because it was successful with my previous model and I liked having the ability to pose different parts of the model at any point.
Finalised mushroom character.
I chose to make a second mushroom from the same concept art as my previous design because I loved the outcome and the style of the first one. The main detail added from the sculpting was to the edge of the mushroom hat, which I knew would look better than just painting on the textures. I also focused on building up the area around the eyes again and carved in the mouth.
UV unwrapping.
I made the UV maps and unwrapped in them in Maya using the same techniques as my previous model, since the texturing turned out successful even though I was unsure about the quality of the UV map. I used the multi-cut tool again to create seams where I needed them before cutting and unfolding them. Next week I will be texturing the model and rendering it, before combining the models together and creating a final rendered scene.
This is the final development of the second idea.
I think this appears very generic in the appearance, much like many crime books you would see in supermarkets. This is why I personally think that the first design is the most successful.