View Full Version : Workshop #3 - Jwest
08-20-2009, 11:51 PM
I picked a concept from Warhammer online. Created the Highpoly in max. Not sure yet if I'm going to take it into zbrush to create the worn look or if I'm going to do it through the texture. Any suggestions would be helpful.
08-21-2009, 12:42 AM
Looks good to me so far. One thing is that at the very bottom of the grip it looks like you ended it as a tube but from here it seems like it is a spike on the concept. May be wrong though. Are you gonna do the grip tape by modeling or sculpting?
08-31-2009, 09:48 PM
Thanks for the feed back.
I see the base of the handle as a cut off metal pipe, I dunno though I'll mess around with it some more.
I tried sculpting the grip tape but did not have as much luck, so I modeled it out in max.
Here is the progress on my low poly, its currently at 2,196 tris.
I think the edge loops could use some love, any help would be appreciated.
08-31-2009, 10:08 PM
Here's a quick render of the handle piece.
09-03-2009, 05:47 PM
Mr. West, lookin good. I agree with havok that it looks like a spike on the grips bottom, but that is up to interpretation, no biggie. Not sure why the low poly is all quads, that sucker needs some optimization. ;)
09-03-2009, 09:53 PM
Thanks Murm. I agree I don't know why their all quads either, I will definitely address that.
Here's an almost finalized update, with normal, diffuse, and spec. 1,948 tris.
Crits are welcome!
Let me know if there is anything else you guys would like to see, Thanks!
09-03-2009, 11:12 PM
Wow, you nailed it. That looks fantastic. If I were to say anything was off, I'd say the blade edge looks more like bone than metal (too much yellow/scrapes?), but it doesn't matter.
I'm glad you added the "grip tape". It looks waaay better.
09-07-2009, 07:43 AM
Very good solid piece of work, lovely texturing, really captured the warhammer feel, especially if you are into Games Workshop miniatures.
The only thing I'd add is some slight normal mapping, not to add noise and grime, just to bring out the details such as the hand grip/strap, and bolts.
09-07-2009, 08:56 AM
The brightness on the edge of the blade should come from high spec, not bright diffuse. Metal is generally dark, and where it is "Bright" it is reflective.
09-07-2009, 10:16 AM
Thanks for the feedback, I'm gonna see what I can do with the blade.
SS: I will work on making the blade look more like metal, thanks.
Bad Spleen: the grip/strap and bolts DO have a normal map :( I don't think it's showing very well though. Any suggestions?
EarthQuake: I'm will try that, thanks.
09-07-2009, 04:28 PM
09-07-2009, 07:24 PM
Looking good, but it could be a bit closer to the concept so I did a quick paintover. Hope it helps.
09-17-2009, 09:00 PM
Why is the blade glowing? I don't like it glowing.
09-20-2009, 06:36 PM
yeah I had bloom effects turned on in the engine I used to render it.
I thought these renders came out a little better.
09-21-2009, 12:04 PM
Very nice paintover, also a base render. :)
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