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really like your concept. clean and easy to read
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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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Thanks for all the positive comments, it's really motivating.
Added some color to the axe:

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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
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You've done a crackin' job on the concept mate. Looking forward to see this in 3D.
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, triangle,
432 Posts,
Join Date Jun 2011,
Location Newcastle, UK
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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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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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Amazing work so far, but yeah; introduce some new colors and gradients. Keep going man!
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, polycounter,
952 Posts,
Join Date Mar 2011,
Location Nottingham, United Kingdom
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yes! Love this!
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, Moderator++,
1,545 Posts,
Join Date Oct 2004,
Location Austin Texas!
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Chunkier!
Otherwise this is pretty nice.
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, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Soo much disgusting fun. Maybe some more colors/variation and a little brighter.
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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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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
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This. This looks fantastic. Really nice rendering on the concepts too. Will be monitoring the progress on this one 
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, vertex,
43 Posts,
Join Date Jan 2011,
Location Cornwall, UK
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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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, vertex,
28 Posts,
Join Date Mar 2010,
Location Oshawa, Ontario
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Great Design, can't wait to see the 3D!!
T.
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, line,
97 Posts,
Join Date Feb 2007,
Location Somewhere behind my pc
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Looking real good man.
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, vertex,
38 Posts,
Join Date Jul 2010,
Location Brazil
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Did a quick blob-out:
I'll start refining and doing details later this day. 
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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
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Some progress:

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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
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simple and effective, I like it
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, null,
12 Posts,
Join Date Apr 2011,
Location Orlando
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Very nice Rilem, this is really coming along 
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, polycounter,
1,094 Posts,
Join Date Jul 2010,
Location London, UK
|
Thanks guys.
Some more progress:
Sitting at 1408 triangles now, including the spikes.
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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
|
Normal map on there:
It needs some work. 
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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
|
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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, triangle,
409 Posts,
Join Date Jul 2010,
Location Texas
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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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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
|
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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, polygon,
727 Posts,
Join Date Jan 2007,
Location Austin, TX
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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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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
|
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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, null,
5 Posts,
Join Date Mar 2011,
Location Guadalajara, Mexico
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From the polycount wiki
Quote:
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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.
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http://wiki.polycount.com/NormalMap
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, line,
66 Posts,
Join Date Feb 2010,
Location Netherlands
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