Looking at the design I'm trying to finish off the rest of the rough edges and knock it a little closer into the right style. Got a big tip in one of the threads from ScoobyDoofus:
Made some real progress this weekend, I think I knocked out a good model that will be ready for some time in ZBrush during the week. Anyways, here's some picture, it's REALLY hard to stand out in this crowd, but hey, that's just because there are so many kick ass contestants in this challenge.
After I put this together I made a couple of small tweaks to the Axe Head linkage, and fleshed out. I spent a lot of time get nice clean quads together so one I take it into zbrush I know I can get really nice smoothing. I think it will help come time to texture it too. It's going to be tricky to get all of the optimizations in for the texture map, but with 512's being the max size it's going to be crucial for the overall look.
Hope you like em, any comments or thoughts would help! Thanks.
Coming along nicely. I think you should keep the whole handle consistent like in your concept. Also the big head makes the blade look kinda feeble. You could just make the head bigger, or the head smaller, depending what suits the proxy best.
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This was my first pass at the axe. I am pretty certain that the newer design is a significant improvement.
So I took the main pommel skull a little further:
and massaged the handle up a little more:
So time to model, I'm feeling good about this.
After I put this together I made a couple of small tweaks to the Axe Head linkage, and fleshed out. I spent a lot of time get nice clean quads together so one I take it into zbrush I know I can get really nice smoothing. I think it will help come time to texture it too. It's going to be tricky to get all of the optimizations in for the texture map, but with 512's being the max size it's going to be crucial for the overall look.
Hope you like em, any comments or thoughts would help! Thanks.