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Grimmstrom's Avatar
Old (#26)
really like your concept. clean and easy to read
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Rilem's Avatar
Old (#27)
Thanks for all the positive comments, it's really motivating.

Added some color to the axe:
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Di$array's Avatar
Old (#28)
You've done a crackin' job on the concept mate. Looking forward to see this in 3D.
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Daven's Avatar
Old (#29)
Damn man, this is looking incredible. I'd love to see some different color schemes, maybe pulling more from the KOTD or demon palette, but it's looking amazing so far.
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Maph's Avatar
Old (#30)
Amazing work so far, but yeah; introduce some new colors and gradients. Keep going man!
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BoBo_the_seal's Avatar
Old (#31)
yes! Love this!
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Jeff Parrott's Avatar
Old (#32)
Chunkier!

Otherwise this is pretty nice.
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ScoobyDoofus's Avatar
Old (#33)
Soo much disgusting fun. Maybe some more colors/variation and a little brighter.
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Rilem's Avatar
Old (#34)
I'll definitely play with the colors, I want to get some purple in there to replace the greys I have now.

Heres a work in progress on the basemeshl:


I don't have much experience with high poly modeling and sculpting, I did do some basic sculpt doodles for fun though. Baking normals and doing retopo are going to be major learning experiences.
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Royzy's Avatar
Old (#35)
This. This looks fantastic. Really nice rendering on the concepts too. Will be monitoring the progress on this one
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Fritzzz's Avatar
Old (#36)
Looking good so far! You did a great job capturing the organic look of Demon weapons.

Keeping an eye on this thread
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TaylorMouse's Avatar
Old (#37)
Great Design, can't wait to see the 3D!!

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pulyx's Avatar
Old (#38)
Looking real good man.
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Rilem's Avatar
Old (#39)
Did a quick blob-out:


I'll start refining and doing details later this day.
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Rilem's Avatar
Old (#40)
Some progress:
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AJSALL's Avatar
Old (#41)
simple and effective, I like it
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Torch's Avatar
Old (#42)
Very nice Rilem, this is really coming along
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Rilem's Avatar
Old (#43)
Thanks guys.

Some more progress:


Sitting at 1408 triangles now, including the spikes.
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Rilem's Avatar
Old (#44)
Normal map on there:


It needs some work.
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dirigible's Avatar
Old (#45)
protip : harden the normals on the edge of the blade, and triangulate your mesh before baking. That'll get rid of 90% of your black errors on your normal map. Also make sure your green channel is correct. For maya, the green channel should look like your model is lit from ABOVE. For other things (udk, for instance) your green channel should look like your model is lit from BELOW.
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Rilem's Avatar
Old (#46)
Thanks for the tips man, you might have just saved me some time browsing the polycount wiki.
I'll give it a go tommorow
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OrganizedChaos's Avatar
Old (#47)
Just curious- was that your final sculpt? Seems like it could use a little more work- in particular, there doesnt seem to be any damage on the weapon.... also, did you change a few things? Some of the spikes look like they've been dulled down, as well as the notches on the handle.
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Rilem's Avatar
Old (#48)
You're right about the sculpt. I plan on reducing some of the blobbyness and making some more wear on the blade.
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Colt3d's Avatar
Old (#49)
One quick question about the normal baking, ive heard that the model should be triangulated before baking but the part i dont get is if one should triangulate the highres model , or the lowres model? or both? .. i would appreciate a quick explanation on this , Thx
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Rilem's Avatar
Old (#50)
From the polycount wiki
Quote:
Before baking, it is usually best to triangulate the low-poly model, converting it from polygons into pure triangles. This prevents the vertex normals from being changed later on, which can create specular artifacts.
http://wiki.polycount.com/NormalMap
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