





LoK: Defiance Remastered - Dev Stories, Part 2: The Soul Reaver (BO1)
Part 1: LoK: Defiance Remastered - Dev Stories, Part 1: The World Map
ArtStation: https://www.artstation.com/fire_paladin
Initially, I wanted this to be a shorter post, containing some smaller props, including the dummy, but also some in-team jokes. While some of that will make it into this post, you will have to wait until the next one if you want to hear some of the funnier moments, and have me share some insight into smaller assets. Today, it is time to address the fading legend of the Soul Reaver from BO1.
The Blood Omen 1 Soul Reaver was one of the models I really wanted to create for this game. We had a set scope that included skin suggestions rather early in development, so I anticipated the moment I'd reach this task for months, motivating me.
I actually developed the Reaver skin before the game's release. Release tasks were getting fewer and fewer, with the regular polishing and bugfixing making up some of the most exciting tasks at the time (other than some character skin progresses), and everyone was kind of restless because we were getting so close to completing the release build. As far as I go, I redirected some of that energy into collaborating with the programmers on figuring out some ancient tech that the devs used for some file formats (I might talk about that another time), and by getting into the patch tasks, which included weapon skins.
The task was straightforward and simple: create a faithful model of the BO1 Reaver. The references were relatively few, but sufficient, and I managed to figure that the BO1 Reaver just reused the BO1 Demon skulls that are present in multiple ways in the game (not just enemies, but also decorations and other objects), which further clarified some of the less discernible details, such as the shape and sharpness of the horns. First day was sculpting, second was modeling, and last one was texturing + in-game testing. If I remember correctly, at some point the BO1 blade was actually oriented the other way compared to the new Reaver blade, but that's because it's inconsistent even in the original game! The inventory graphic of the BO1 Reaver actually has the blade flipped compared to how it should be, and that’s the one I initially followed. Certainly, that graphic also helped with getting the amount of handle segments correct, as I couldn’t rely on the simplified on-map graphic (and Defiance did require a longer handle). The skull itself was the more difficult task, but it was mostly a matter of getting the details to match the original from any angle, followed by adding smaller details afterwards. I am quite proud of how I made it mesh together with the blade and horns.
Last was the texture. For those who don't know, 3D models are made of polygons, and in order to match a texture to their surface, their polygons must be laid on a 2D plane, called the UV, on which the texture will be painted. Kind of like those maps of the Earth, where the Earth's surface is laid on a flat, rectangular plane, despite it being a globe. Why does this matter? Well, the reaver is a flamberge sword, a sword with an undulating blade. While the waviness of the metal texture is not always that exaggerated due to smithing techniques, the Reaver is very much a fantasy blade design, with its thickness and wide waves on the blade, so I figured it paramount that the metal pattern follows the pattern of the blade itself. To achieve that, I customized the UV so it would be straight rather than undulating, essentially allowing me to use any metal texture, while maintaining the cool, undulating effect in the final model. Beyond the classic techniques of adding a faint color noise on the metal texture for heightened realism and oxidation (plain grey metal is actually unrealistic), I also added a colored, bluish sheen on the edges of the blade, akin to its BO1 iteration.
The final result turned out much better than I anticipated, and the metal shading techniques really paid off. When I opened the game and saw Kain walking around with the BO1 Reaver, I knew that I did it. Other team members liked it as well, and with some feedback (mainly u/LegitimateSpot1440's advice to make the handle narrower on one side), I was able to perfect the blade.
As far as post-dev stuff goes, I was close to submitting this weapon to the release build. It would have not been accessible in-game, but people could have edited their save files to make it show up. I’m glad I didn’t, because seeing the community’s firsthand reaction to the BO1 Reaver actually being added to the game with the patch was worth it.
You can also check out my ArtStation if you want to see more of the BO1 Soul Reaver, and stay tuned for the next part! Which should likely come sooner than this one did. ;)