From the get go it was clear that the standard "extrude, 3 surface bake, texture project" wasn't an option. Paying homage to the classic letterings from the age of high adventure, it needed to be more. A lot more. A properly built model. That's also why only a direct subdivision modelling approach made sense here. To get that nice flowing surface from peak to valley that only subdivs will give you.
To get the caved look right I looked at how that used to be done. You chiseled the base design into a rock, poured a liquid metal into it and hoped it wouldn't crack too bad. Then you started detailing the result. The sediments in the stone would create imperfections in the metal itself while salts and silica affected the colour.
All of that went into modelling, texture design and detail sculpting. This was one of the jobs where I was so well prepared I could answer my own questions when I got stuck. 😉
A great book that helped me a lot with getting the shapes right was "Letter Carving in Stone" by Tom Perkins.
Sculpted Details Showcase
Rendered in Keyshot, composited in Nuke, finished in DaVinci Resolve.
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Short fully textured and lit showcase clip for the remodelled version of Cohen's sword to match the physical prop.
Handle and decorations only needed minor touch-ups and adjustments, so I didn't highlight that part.
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Rotary controller I did in Modo to prep the logo for a classic fly-through reveal animation.
Video shows the possible extremes.
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