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I'm a fan of the one in the bottom right.
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I Agree with Ozz, also I know it's an Angel Axe and is supposed to be this neat and pretty object, but I think you should try to play with some asymmetry, even if it's just with some damage on one side. I really like the direction it's going.
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, null,
11 Posts,
Join Date Jun 2010,
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After being mostly lazy and unproductive the whole weekend I have started texturing today...not too happy with where it is heading though...maybe I can salvage something...

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, polygon,
513 Posts,
Join Date Sep 2009,
Location Munich, Germany
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I get what you're saying. The shapes are nice, but I'm having a hard time relating it to the game's style.
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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I replaced the Rune-Ring with one made from stone, but although it is better (methinks) I'm still not happy...I'm close to calling this a failure...

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, polygon,
513 Posts,
Join Date Sep 2009,
Location Munich, Germany
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I reckon the problem might be the yellow/gold, looking at the references it seems like angelic weapons have a desatured orangeish thing going rather then actual gold. Perhaps try working with some toned down colors and using gold for detailing? Keep it up man.
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, spline,
231 Posts,
Join Date Jul 2008,
Location Sweden
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While surfing the Darksiders wiki I had an idea for an alternative axe, but I am not sure if I want to pursue it further, since it is nothing more than a rework of this concept...

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, polygon,
513 Posts,
Join Date Sep 2009,
Location Munich, Germany
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Yeah..... I'm gonna say that's a big ol' no.
Using existing work as an inspiration for your own stuff is fine, but actually taking the concept art and slapping it together with some extra brush strokes isn't going to get you very far.
It seems like you need time to get comfortable with the style instead of just rushing into another model. Pulling 2d concepts like cross-hatching into your 3d scope is one way that Darksiders emulates it's comic inspiration. If you can pull from the shapes and colors and be patient with your design, I think you'd be much happier with yourself as an artist than just ripping existing concept art and trying to model it. I know there's a deadline, but take your time.
Your last model wasn't bad, I just didn't match the style of the game. I'd say scrap this and give it another shot.
Last edited by Daven; 03-09-2012 at 06:09 PM..
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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Ha, I had a similar idea and sketch in my thread, a Samael Axe. Abstract it a bit more or mix it up with some more Darksiders elements and see where you end up. Its a great idea for a starting point, just needs taken further. good luck
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, polycounter,
855 Posts,
Join Date Sep 2009,
Location Seattle
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New idea. It once was a mace, but three of four blades have broken off...
Still needs a pommel.
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, polygon,
513 Posts,
Join Date Sep 2009,
Location Munich, Germany
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I think that the Angelicall Weapon texture need some subtile details like scratches on some areas that have contact with other things. A little varietion in the way theat reflex and color react....
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, line,
57 Posts,
Join Date Mar 2012,
Location Los Angeles CA.
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