Hello ,I wanted to remake the Atlantean sword of Conan the Barbarian for the Skyrim game and I started boxmodeling the object , but I am not actually sure how far I can box model befoure bringing it into Zbrush ...
any Comment or advice woudl be helpfull , also please give me your opinion on the modeling so far ...
thanks a lot ...
Updated!
not Sure if I showed them before but here is the final result I did some long time ago ...
Replies
What I would change is the bottom part of the grip. It looks like blob. I would make holes bigger, and more hard edged.
But if you have Zbrush R3 or R4 or any version with dynamesh, you no longer need to keep clean quad topology. Zbrush will retoplogize mesh for you. Just keep in mind to keep blur at 0, to preserve hard edges.
Other than that. Star sclupting and we will see what you will get .
here is another update that shows how I am blocking out the Pommel as well as some minor refinements ...
I think to bring it in Zbrush for detailing and adding the more difficult details ....
What do you think of this as a base for Zbrush ? any sugestions?
Anyway, I like the idea. You almost modelized everything already, ZBrush work on this will not be really hard. I suggest to activate the "polish" option of dynamesh and hit the "crease" button before subdividing and let the smooth activated. If you subdivide without the smooth you will see the polys, but "crease" + "smooth" works really well, it will smooth the surface but keep the edges.
Also .... I have made this all with boxmodeling and after ported in Zbrush for detailing , I understand that the Sword is not Really 100% accurate in every scratch , scale or numbers of fibers sculpted on the pommel or stuff like that ... now Are those things important when making a 3d version reproduction? or Some flexibility is allowed when is handmade and not scannerized?
Is enough the resemblance or every detail must be 101% accurate if possible?
Like for example the small blockets of the final tip of the Pommel are more randomly made rather than following exactly the shapes on the original ... tough I also found that several Atlantean sword have very different minor details like Marto , Albion , the movie one etc ...
what are your opinions ?
Please be critical so I can improve ...
Of course I still need to add some other details like scales, scratches, random noise etc....
But the players will just be gratefull if you doo a good looking sword with a good texture...
Does it look good ? is it worth calling reproducttion of theatlantean sword or is not?
How do you suggest me to furter detail?
thanks for any answer and comments ...
what do you think?
1 used several types of smoothing masking in zbrush and painted over ...
first passed a very dark brown metal material
2 I then masked at the maximum and passed a metal texuture all over the sword so leaving some dark spots ...
3 I did some different degrees of masking to catch other areas of the sword that touhgt needed the more bright part
4 I have manually highlighted a bit some areas with a brush in gray lighter color ...
5 exported all pieces to xnormal and baked as vertex colors
6 I finally overlayed in PS some cavity maps generated from the original normal map .
the total polycount is around 4000 polys ... I cont to reduce eventually up to 3000
a usual sword in skyrim is 2000 and used several times , while this is supposed to be a "hero" object so only one ...
tough I would really really appreciate some comments , and most of all critiques and constructive sugestions to improve and make it better or the most close to the original possible ...
Ok here it is the very very preliminary wip attempt at texturing , it's hand made so is not photosourced , I will try later on to use more original sources if I can find , but so far I couln't find good pictures to use ...
The atlantean sword and the father sword from the conan movie of 1982...
I would like to get a critical review of this work and how would be the best way to presenti as portfolio piece?
Here the father sword zbrush wip....
Atlantean Sword Zbrush Work in progress
Atlantean Sword Zbrush pre baking
Low Poly Base for Zbrush
In game models low poly and optimized .
And as a non pro, how ould you rate my modeling / texturing / work ability from one to ten if 1 is crap and 10 is a pro?
The low poly wires posted above were instead for the base mesh to be used in sculting once imported in zbrush , its not the same low poly model of in marmoset render.
The new metal looks really nice, but try to not make it too noisy, it is really harsh on information and you AO is definitely too strong
The texture does look overly dirty but it was for skyrim I guess.
What do you mean as crappy ?
Also why polygon distribution seems random on the Low poly? ( latest image )
I concentrated more polygon count on the details and less on flat surfaces as the blade ,that didn't require further extrusions .
Its a first person detail item , it is what is constantly in front of the player , and yes I was wrong on the polycont its not 1000 tris but 4400 tris
also its supposed to be a Hero item not just a random sword .
reducing the amount of details on the Hilt ( wich is what makes the most complex part ) would be very visible in game .
Its not for a mobile phone game but for a first person view item .