The Universal Katana Project R3 3d model
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The Universal Katana Project R3

The Universal Katana Project R3

by CG Trader
Last crawled date: 1 year, 9 months ago
Release 3 now includes wakizashis, LODs, more customizable options for all of the assets via the Substance .sbar files, some art in .svg format and more! The purpose of the Universal Katana Project is to create a smart asset that provides as much customization options as possible. This should allow anyone to create all sorts of different katana's with ease. My goal is for everyone to choose the UKP for any katana need, being sure that whatever creation they design, will have no other one alike! Check the blog: https://theuniversalkatanaproject.wor... Follow me in twitter: https://twitter.com/universalkatana Check the video: https://www.youtube.com/watch?v=0UBFFy4ksJs This is a WIP in the sense that the road to my vision for the product is long, but every release will have useful assets to use, and it will simply get better each time. Expect constant updates with new features! Please support me with this project and help me achieve the ultimate katana asset! ROADMAP Below is the roadmap one release ahead of the current project. Additional features may be included on each revision, but what it’s stated below is what should be added. ETAs are counted after publishing of the previous release. For Rev. 4: (ETA is 2 weeks) Add more (and better) wood options for the saya Enable coloured art for the saya Make the katana quads only Include more tsuba’s and kashira’s styles Create a cartoon katana/saya model Add a odachi/nodachi variation Include a UE4 project demonstrating first person perspective use and katana customization Provide a Modo Procedural Item for both the katana and the saya (to allow bend angle modification and easy tsuba switching from within Modo/Modo Indie) For each new revision: Add vector art to be used on the katana and the saya (ie. tsuba, menukis, saya, etc.) Planned but not scheduled: Create a super high resolution offline render focus model of each different part Include animations for first and third person Include dynamic mesh options to avoid using static meshes for different tsubas, etc. (maybe use Houdini?) real life pbr katana substance videogames weapon military melee ue4

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