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Looks pretty dang sweet, Max! Great job. Can't wait for Vigil to toss that one in 
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, vertex,
43 Posts,
Join Date Sep 2010,
Location Ohio
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Kick. ass. I wonder if you could use those 180 tris to make some areas pop more (the bottom area looks really low for example. Just nitpicking though, I'm more excited to see the angel axe instead! :-D
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, triangle,
444 Posts,
Join Date Aug 2007,
Location Pennsylvania
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Man sometimes I wonder why I bother going up against people like you. This looks really good. I love how the colours turned out, you are a great painter
I do however think that the highlights on the skull are too strong and are coming out really white, and I would bring some more blue back into the mouth emissive texture for the same reason. Bobo mentioned in the livestream not to have black in your diff just in the off chance it bleeds.In the middle and left view i looks like your normal is smeered. The right side blade has a natural shadow going on there.
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, spline,
146 Posts,
Join Date Oct 2011,
Location Toronto Canada
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Oh shit, you're totally right Skyerzz. Thanks for pointing that out. I'll update the textures ASAP.
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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Dude you have a lot of cool stuff here, the mace looks great and the last angelic concept have a lot os potential, can`t wait to see it in 3D 
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, line,
88 Posts,
Join Date Mar 2012,
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Love the concepts. The glow really adds a nice touch to both.
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, null,
9 Posts,
Join Date Mar 2012,
Location Brooklyn, NY
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Wow man...congratz! This mace looks awesome!
[URL="http://www.polycount.com/forum/showthread.php?p=1690571#post1690571[/URL]
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, line,
80 Posts,
Join Date Feb 2012,
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Looks great! Please create one of the others as well. This turned out great but I think the hammer and axe are stronger designs.
- BoBo
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, Moderator++,
1,545 Posts,
Join Date Oct 2004,
Location Austin Texas!
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Very nice entry. Congratulation!
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, spline,
166 Posts,
Join Date Apr 2007,
Location Russia
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Looks great sub, remmember everyting in DS is really old and battleworn so those blades might need some extra wear and tear if ya know what i mean
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, vertex,
38 Posts,
Join Date Jul 2009,
Location FL
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it looks like an axe, like, a lot.
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, dedicated polycounter,
1,686 Posts,
Join Date Sep 2009,
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I didn't know about meshbin until today when I saw the other submissions. If you want to twirl it through 3d space, be my guest.
http://meshbin.com/m.php?id=4f6275a2b8ddb
Last edited by Daven; 03-15-2012 at 04:14 PM..
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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by looking at it in 3d space I also noticed a strange line on a handle, is it supose to be there?
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, spline,
163 Posts,
Join Date May 2010,
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whoops, that's probably my normals. *fixing*
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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Oh man that angel axe on the right, beautiful! I really hope you have time to create that as well! 
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, triangle,
381 Posts,
Join Date Jun 2007,
, polycounter,
1,278 Posts,
Join Date Jun 2009,
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Looks good for a start, but I think the details in the center of the head looked better in the concept, broader essentially (or narrower, if you look at the valleys)...also the hilt regions lost a lot of their curvature...
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, polygon,
513 Posts,
Join Date Sep 2009,
Location Munich, Germany
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Yea, I would say a lot of this particular design should ultimately be poly-modeled, rather than sculpted, especially the art deco trim-type stuff. The geometric forms are part of what make this visually interesting, and you would definitively have an easier time accomplishing those nice, clean plane-breaks in a traditional modeling app. I mean, by all means hash it all out in zbrush, but I would suggest some clean up afterwords - primarily for baking purposes, but also just in terms of saving urself the trouble of obsessing over polishing the hell out of everything.
edit: Also, just a quick critique of the concept: the ovular spiraling protrusions originating from just below the wings seem to defy the angular rules you have implemented throughout the design of rest of it. If you could introduce some corners or something into them, it might help them not stick out as much, but at the moment they are also in this awkward directional middle ground between the wings and base. I hope that was clear, but I'm just trying to convey how that particular element seems out of place.
I would also suggest tweeking the emblem in the crest of the angel's breastplate a bit. Just because right now it strongly resembles an inverted mass effect relay, so perhaps adding some bulk to one end of the emblem or something to that effect, will prevent that association. I'm not sure if it was apparent to other ppl as it was to me, and really, it doesn't appear that way in the model thus far anyway, so it may be fine. But I just wanted to point out that others may also make that correlation especially if it is presented as a focal point.
Last edited by Jeremy Tabor; 03-16-2012 at 02:54 PM..
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, triangle,
491 Posts,
Join Date Mar 2010,
Location Los Angeles, CA
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Wow, thanks for the crit guys. I was kind of battling between just sticking with 3DS Max for the majority of it or if I should try some new stuff in Zbrush, but I guess you're right and I should just model it traditionally. Thanks for pointing out the design flaws in the spiraling section and the emblem. Honestly, that emblem was referenced from concept art of angels from the first DS game, so I don't know. I'll do my best to make it look more like a sword (or just actually put a sword in there).
I've got a lot to do and not a lot of time to do it in.
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
|
According to Bobo, people only need a weekend to make a weapon XD
Your design is really good and I'm certain you'll still get enough Zbrush experience to improve your skills. I'm saying that cause it sounds like you wanted to learn more about Zbrush rather than stick with the norm of 3DS.
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, dedicated polycounter,
1,450 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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I agree, zbrush can make awsome hard surface stuff, i think your screens from zbrush look really good, it`s work in progress, a couple more hours of work and it will be exactly as the concept.
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, line,
88 Posts,
Join Date Mar 2012,
|
Quote:
Originally Posted by Habboi
According to Bobo, people only need a weekend to make a weapon XD
Your design is really good and I'm certain you'll still get enough Zbrush experience to improve your skills. I'm saying that cause it sounds like you wanted to learn more about Zbrush rather than stick with the norm of 3DS.
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I am pretty sure about this. You need to improve your zbrush skill more.
It should not be finish everything in Zbrush.
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, vertex,
25 Posts,
Join Date Mar 2012,
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Your mace looks gorgeous! I'm excited to see where the axe goes next.
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, vertex,
29 Posts,
Join Date May 2010,
Location Providence, RI
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High poly is done. I did a test retopo and I still had like 400 tris left so I'll make it all purty before I post any updates. Thanks for the encouragement guys.
Also, I'm not really sure what the status is on this Zbrush argument. I used 3DS Max and Zbrush pretty equally in creating the axe. Updates tomorrow.
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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Dude the Dragon/Serpent Hammer is Siiiccck. The others are aswell for sure all the best for getting all three done!
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, vertex,
35 Posts,
Join Date Mar 2012,
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