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Looking badass man! I agree with Scooby about pushing the silhouette a bit more though
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, triangle,
364 Posts,
Join Date Jul 2010,
Location Australia
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Needs more cheek bone lol  Looking good.
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, spline,
146 Posts,
Join Date Oct 2011,
Location Toronto Canada
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This is becoming a really fun design, but I would be careful with the proportions. It's fun to put a huge head on these but I don't think you want to go too far beyond these base mesh.
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, null,
18 Posts,
Join Date Dec 2009,
Location Brooklyn, New York
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Texelion: Not as a name but perfect as a punchline.
Konras: Greentooth would be nice to incorporate in some way but it'll be hard making it not feel out of place. Would have to make it very subtle I guess, like an easter egg or something.
I haven't done any "sulpting" btw. This is all sub-d.
3DHamster: Indeed it's too clean. Wear and tear plus additional details will come. First I want to get the lopoly step over with so I know everything bakes well and such.
ScoobyDoofus, afisher: Agreed there. Not entirely sure which shapes that'll be in partiular but I have done some adjustmenst, mostly on making the skulls a bit more dominant. The lopoly will make the sihlouette quite sharper though, so maybe it'll be easier to make tweaks on that one.
And glad people like it!
Lopoly still Wip. The poly budget is giving me some challenges right now. Made a lot of simplifications but it'll still up 500 over the limit. Wonder if this would be acceptable or if there's some spots that got more than they need. Will look with fresh eyes next time.

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, polycounter,
1,140 Posts,
Join Date Dec 2007,
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1500 is just a number. You can exceed it as long as it's reasonable. I think you could easily take out some of those edge loops on the glass and the grooves along the bottom. Maybe even take out the noses on the skull and bake it in.
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, dedicated polycounter,
1,465 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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Managed to get it down to 1720. That's pretty acceptable I hope. Got baking done and worked on adding details to the normal map.
Got started on the diffuse as well which will be the hardest part I think, to get it in style.
Not sure yet what I'll do exactly with the glass shape itself.

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, polycounter,
1,140 Posts,
Join Date Dec 2007,
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Love the idea of the sand clock  man the triangle limit is something i`m starting to be really concerned about, you`re making a good work there 
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, line,
88 Posts,
Join Date Mar 2012,
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Glad you like.
Progress on the diffuse. Quite hard to make it go well with the normal map as it wash it out a bit.

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, polycounter,
1,140 Posts,
Join Date Dec 2007,
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If it's washed out then sharpen it a bit or boost the normals in Crazybump or something. Anyway I can't really think of a crit at this stage, just keep painting.
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, dedicated polycounter,
1,465 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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Habboi: I guess it's about lighting as well. With dark ambience the normal map simply takes over but anyway.
Tried some other colours. Think I want it to be colder and monochrome with contrasting rust.
I'm afraid I'll need to modify the uvs and rebake everything. I was a bit naive to think the uv seam that goes over the crevices on the base of the hourglass wouldn't be too noticeable.

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, polycounter,
1,140 Posts,
Join Date Dec 2007,
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I like the diffuse textureing a lot, can the hourglass be a little bit reflective? or is that not in the darksiders style?
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, veteran polycounter,
3,918 Posts,
Join Date Feb 2007,
Location UK cheltenham
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I'm pretty sure the first game had reflections in the weapons, but I don't think the texture space allows for a reflection map.
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, polycounter,
1,283 Posts,
Join Date Jun 2009,
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Really digging this, your texture work is going to the right direction. i was wondering the color of the glass in previous screens, i like it a lot!!! 
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, line,
88 Posts,
Join Date Mar 2012,
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Just bumped into Meshbin at Suburbbums thread an thought to give it a shot. This is much better than just showing a couple of pictures!
http://meshbin.com/m.php?id=4f64d2768e0b8
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, polycounter,
1,140 Posts,
Join Date Dec 2007,
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Heh now I'm concerned that by spreading that site among you lot, the owner will take it down due to high traffic XD
It's a cool design by the way. I just can't help but feel it needs something on top.
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, dedicated polycounter,
1,465 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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nice to see it in 3D thats a cool site, wish it let you zoom out a bit
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, veteran polycounter,
3,918 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Love the design.
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, polygon,
513 Posts,
Join Date Sep 2009,
Location Munich, Germany
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win. I just love both idea and execution, fav mace 
Last edited by Orb; 03-17-2012 at 10:54 PM..
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, spline,
249 Posts,
Join Date Sep 2008,
Location CA-Irvine
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Now that's a beaut
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, polycounter,
1,164 Posts,
Join Date Jul 2010,
Location United States
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Looks great but i think it's too desaturated. Maybe something between the two? Sorry I'm a fan of color. 
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, Moderator++,
1,548 Posts,
Join Date Oct 2004,
Location Austin Texas!
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Thanks a bunch people!
You're right Bobo. Didn't read your comment until now but I got it saturated up a bit. Not entirely sure what I want to do with the colours. Maybe I should make the whole thing except the "glass" more towards blue but still keep the red rust.
Alright, made a new uv-map and rebaked everything. Also put in some extra splits to hide some seams better.
Not really that far until deadline. Not sure how much time I'll have during the weekend so I will push it to finish over the week.
Next is adding highlights and whatnot to the diffuse and playing around with colours.
Oh and should probably put something on the top as well. Have been trying out some runes but not sure if it'll be overkill. A big one on the top wouldn't hurt probably.

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, polycounter,
1,140 Posts,
Join Date Dec 2007,
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Oh yeah that top is begging for something. a circle of smaller runes with a larger one in the center couldn't go wrong. You could also drop a single rune on the forehead of your skulls as well.
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, spline,
246 Posts,
Join Date Jun 2011,
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Hey looking good, tho I think a lot of your diffuse texture detail is VERY soft, and your wraps don't have any damage + a visible seam on the 3d model.
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If you mean the seam on the spiraling handles it's an artefact that appears in the XNormal viewer for some reason. Indeed it's too soft right now. Basically just baked the colours from the old version and slapped some light bakes over it. Next step will be to really highlight things up.
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, polycounter,
1,140 Posts,
Join Date Dec 2007,
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I don't know if you have a red light in your scene, but it's working well with the color scheme you've got going on. It'd be cool to see more glow throughout it. Also, I wonder if sharpening your textures up a bit might help.
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, polycounter,
1,283 Posts,
Join Date Jun 2009,
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