Home 3D Art Showcase & Critiques

Valdrake (sword) WIP: Need Critique!

So I recently got my own copy of Photoshop CS5 (it's not CS6, but oh well), and decided I'd try modeling the sword on my wall. I call it Valdrake. :)
valdrake_by_drokendareheart-d5cvdb7.jpg
Valdrake as it appears on my wall.

As I stated in a post in the Technical Talk forum, I'm only 17 and have never really used textures before, or know very much about the different types of maps. I've been doing some reading and digging through what free tutorials I could find on tutorial websites and digital tutors. So far I've managed to get a very low-resolution image of the sword (I don't have a very good camera) and begin working on a rough low-poly model.
vandrake_render_1_by_drokendareheart-d5cvdbb.png
vandrake_render_2_by_drokendareheart-d5cvdbg.png
I still definitely have some work to do on the hilt, and the claws and sphere at the end of the handle. My plan is to detail it out a little more, and then unlike the real model, use handpainted textures to make it more of a stylized game-weapon instead of a real-life model. I've never done this before, but I do have photoshop and a wacom tablet (and I'm fairly familiar with them), so hopefully this won't be too much of a challenge. If I could get some critique on how it is so far, if I'm headed in a good/bad direction, and some advice on how I should go about doing this, that'd be awesome!
I'm still trying to establish a solid workflow, and I figure this will be a good way to do so! I don't mind if you bash my work, as long as you at least show me something I can fix. Thanks in advance!

Replies

  • EggplantNinja
    What software are you using to model? I imagine you'll use smoothing groups or something akin to make it like the original. Or are you going more N-64 Zelda? Glad you've taken up the calling :D. You'll be teaching us all in couple years no doubt.
  • KingLuke24
    I'm using a student license of 3ds max 2012. And that depends on how it takes shape once I'm done with all the rest of the modeling process. I more than likely will use smooth groups for only the handguard and claws.
    And there is so much to learn I'm gonna have to dig in hard if I want to achieve that. Lol.
  • yannage
    If you are going for a more low-poly n/64 look you should see about making the handle have less polys. Like instead of 36 polys around it could be 10 or so. Also, you should see about doing variations on the handle with its width. Like if the middle of the handle was a little thicker than the ends or visa versa.
  • KingLuke24
    That's how it is on the real sword. I was thinking about doing it the way the real sword is constructed (thicker in the middle) or possibly even doing it thinner in the middle, depending. Truth be told I'm going for a more modern game look (I know it doesn't really look that way right now. I'm editing it as I speak). But I agree the handle poly count will probably be dropped down once I get to it. Right now I'm working on the hand-guard.
Sign In or Register to comment.