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created [DS2] Mace, Echronos
on 03-04-2012 04:06 PM
Latest update:
Hey guys, here is my concept for a Darksiders Core Mace. I'm not very good with concepts, so I'll try to do my best with the 3D. Critiques are wellcome and I hope you like it.

Last edited by Echronos; 03-25-2012 at 09:58 PM..
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, line,
80 Posts,
Join Date Feb 2012,
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Looking real good dude. Color scheme fits perfectly and sillhouette is awesome.
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, vertex,
38 Posts,
Join Date Jul 2010,
Location Brazil
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nice
i only wonder what is the thing in his mouth?
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, spline,
185 Posts,
Join Date Sep 2011,
Location belgium
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love it
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, triangle,
336 Posts,
Join Date Feb 2012,
Location Melbourne
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This looks promising. I like the direction your heading. I know it's just a rough concept, but maybe break up the purples a bit with some other hues. Just a thought.
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, triangle,
359 Posts,
Join Date Jul 2010,
Location Australia
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This is looking good so far! The silhouette looks good, and the color scheme fits the core style really well.
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, spline,
150 Posts,
Join Date Apr 2010,
Location Sanford, FL
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nice work, real slick ( ^_^)b
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, polycounter,
759 Posts,
Join Date Jan 2008,
Location Marina Del Rey, CA
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Hey, thanks guys
hannes d: its is like a ring with some runes, that passes through the skulls mouths
afisher: thanks man! I'll try another colors when I start the texture.
So, here's what I got right now. Its is only the base mesh. Details will come with the scult.
Here's the famous in game shot

[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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Nice work! What programs are you using for this?
Let the world know that things aren't as they seem... They are worse!!! HAHAHA
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, null,
9 Posts,
Join Date Mar 2012,
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I used only blender and zbrush till now 
[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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Great bulk on the weapon. Looks visceral : ).
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, polygon,
535 Posts,
Join Date Nov 2009,
Location Cambridge
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Very cool, keep up the good work!
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, line,
52 Posts,
Join Date Aug 2010,
Location Brazil
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As they are now, those little spikes seem to distract from the design more than contribute to it. Thicker or more deliberate would be my suggestion for an otherwise very strong form.
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, spline,
209 Posts,
Join Date May 2005,
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It could be Chunkier specially on the handlebar.
But i like those thorns on the skull. See if they work better by making them bigger, more twisted. The macehead itself is awesome.
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, vertex,
38 Posts,
Join Date Jul 2010,
Location Brazil
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Hey guys, thanks for the sugestions. I'll try some different things with those spikes to see if it gets better
Here is the sculpt in the mace. I won't show entire parts because, as it has 3 sides, I worked only on one side. Here you can see some details:
(I still have to work on the spikes)
[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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Hey man, nice work. Keep in mind that a lot of those tiny dings and dents won't show up in the final texture. If you're going to keep any details, make them large and obvious
Big, deep cuts and nice sharp edges. Right now stuff's starting to look a bit mushy.

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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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Ya, you are right man. I zoomed in alot to sculp, so the details looked bigger. I'll make some bigger details this time. Thanks 
[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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I would try to sharpen up that sculpt and make it a little more planar to better fit the style
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, line,
69 Posts,
Join Date Jan 2010,
Location Redmond, WA
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hey alvaro awesome work so far man. one thing you could try though is to make everything more edgy and sharper, instead of the curvy look, especially on the skull, in order to match with the style of the game. great work so far dude, keep it coming! good luck!
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, vertex,
33 Posts,
Join Date Jun 2009,
Location prince edward island
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I like the concepts. Looks going to semthing good. Keep goin! =D
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, line,
57 Posts,
Join Date Mar 2012,
Location Los Angeles CA.
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Thanks for the tips guys! I think the model is sharper now

[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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I'm really a fan of what you did with the handle; how you tapered the middle and gave it a different texture/material. That alone gives it so much more pop as a silhouette. Jealous I didn't think of it first!
Also like the alteration with the skull. It looks better chunky and sharp!
Great work
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, null,
19 Posts,
Join Date Sep 2006,
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Hey guys, I'm having a problem with my normals. Here is a picture to show whats happening:
As you can see in the left, the normals are very weird. I used a mirrored texture, and the UVs are overlaped. In the right, there is the normal map as a diffuse map, and every thing looks fine. Do you guys know whats happening? How can I fix it? I'm rendering in marmoset toolbag.
Thnaks 
[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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Cool mace, it looks very orcish 
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, spline,
112 Posts,
Join Date Oct 2009,
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Good work and nice concept Echronos. for your normals problem, can you post a screen of your texture ? But when i look at your right screen, i can't understand what happened... your NM seems correct, maybe check the geometrie/smoothing group, maybe 2 vertex are not welded...don't know.With such pb i just try everything on the geometry(vertex weld, reset xform,...).
Good luck.
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, null,
18 Posts,
Join Date Sep 2008,
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