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Impala88's Avatar
Old (#26)
hammer skull head is now a bit bigger couldn't make it much bigger though as it'll be too big for the bounding box, already gone out of it a bit already.


Last edited by Impala88; 03-18-2012 at 01:37 PM..
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Old (#27)
oh also something i forgot to ask, is there a way in zbrush to bake the materials onto a pre-made UV layout on a lowpoly mesh from the HD mesh? i.e. using zbrush similar to render to texture/xnormal?
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Old (#28)
spent a few hours messing with some textures. I've got an emissive for it too, but i think it takes too much away from the model. Eyes are too big to have suitable glows. Will try and see what it looks like with a glow coming out from behind the skulls.



edit: removed red screen hue.

Last edited by Impala88; 03-18-2012 at 06:40 PM..
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Habboi's Avatar
Old (#29)
Heh you and your glows. It's fine without it

Actually this is a nice colour choice but I swear this would be Angelic if not for the skulls. You know your first weapon, the axe? You had a green version early on and I liked those colours, maybe try those out? Just a suggestion.

By the way you have way too much time When I was doing my thesis I had a hard time doing anything else.
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Old (#30)
holy crap amazing work.
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BoBo_the_seal's Avatar
Old (#31)
Looking good! I think the handle needs something to break it up a bit. Some wraps would be nice. Not a lot but a few.

Also, I'd tone down the bloom for your final. Be sure to let the art shine through!

again this is looking great!

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Old (#32)
thanks guys! yeah i've also been thinking about the handle, the overall look is good but it's missing some smaller details.

Also, Bobo, the colours on it atm are really nice and fit together well with the feel of the weapon as Habboi also says, but are they suitable for kingdom of the dead? i've been looking at different colour styles but nothing seems to suit the actual weapon as well as these.

Also thinking of upping the saturation a bit too. Although that could just be marmoset's render settings, ill take a look tonight.

Last edited by Impala88; 03-19-2012 at 09:03 AM..
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Habboi's Avatar
Old (#33)
I find Marmoset tends to make stuff desaturated unless you really tweak it. Just keep messing with the sliders and you'll get it right. In the end I think you can get away with those colours because it looks like it came from a kingdom and the evil skulls give it an undead vibe.
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Old (#34)
quickly modified it in photoshop, can't really do much else with it at work.

Just by upping the saturation by 20 and the hue by -15 it's looking miles better (pardon the silly vignette background mess now)

bloom still needs taking down though.

looking at the skull on the backside of the hammer on the furthest right mesh, the green/blue tint from the light actually gives it a nice contrast which otherwise wouldn't be there, so i might mess around with adding a tinge of that colour to the diffuse.


Last edited by Impala88; 03-19-2012 at 09:56 AM..
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Old (#35)
looks great. Love all the gold in the spec. Grats on a wonderful piece. Will be a strong competitor for all the hammers for sure xD

How strict are we supposed to adhere to the 1500 tri count? If it's not biggie, I may go ahead and add a few more tris to my hammer to better define the silhouette, even if it means breaking that 1500 mark.
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Old (#36)
Cheers man. I take it colour spec's are usable? totally forgot to check but i saw other artists using them so i hope they are

Yeah im not too sure on that either. If it is a strict 1500 limit then my axe is waaaay over. managed to bring it down to 1752 recently though from 1939 lol.
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Old (#37)
Yep we can use colour specs and submit them. It's not too strict but you can exceed it by say...200 at most I believe. Mine was at 2900 and was told that was far too much.
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Old (#38)
Ah nice one thanks Habboi.
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AimBiZ's Avatar
Old (#39)
Looking good! Those skulls came out great. Not that fond over the strong spec though. Judging from the weapon presentations at the rules page the look of it should be a bit to the matte side, but I could be a bit wrong on that.
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Habboi's Avatar
Old (#40)
Quote:
should be a bit to the matte side, but I could be a bit wrong on that.
Yeah that's a little confusing since in-game screenshots show weapons have a decent amount of spec. Also the rules and Bobo said we can use spec and those pics look like they were taken in flat mode.
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BoBo_the_seal's Avatar
Old (#41)
Colors are good and the polycount isn't too bad.
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Impala88's Avatar
Old (#42)
cool thanks Bobo

Here's me messing with some glows:

I've also adjusted the spec aswell as the colour on the diffuse. All of the colour tones are from the diffuse, Marmoset is now set to equal RGB levels for it's hue/sat/contrast adjust.



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Old (#43)
oh forgot to mention, i'm working on some wrapping for the handle, just not had much time to do it yet while sorting out the maps.
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Stinkhorse's Avatar
Old (#44)
I think the blue glow works best in this case.
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Impala88's Avatar
Old (#45)
Yeah im thinking the same. Nice contrast.

I've lowered the saturation on the gold diffuse, keeping the spec the same, so i can get a more burnished gold look, rather than a really saturated orange look

Here's a test with ti on the character, rendered in marmoset.




Last edited by Impala88; 03-19-2012 at 07:02 PM..
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Impala88's Avatar
Old (#46)
still a bit of a seam, behind the big skulls jaw, should be a quick fix on the diffuse and spec maps.
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Stinkhorse's Avatar
Old (#47)
Hot damn, that thing looks like it would hit like a truck. Nice work Impala88.
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Old (#48)
you details are not enough
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Old (#49)
and the pure blue light seems very strange.
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Di$array's Avatar
Old (#50)
look great mate. Really great!

Glad to see you are going with the blue glow, but it's a shame about the seam.
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