Its a decent start, and you are following the reference well... Almost too well. Game art, and art in general is not all about just creating, its about telling a story through your desired medium. What I see in you hammer is just a basic rendition/copy of an existing asset. It allows the teacher to look at it, and be able to judge based on a previous attempt. A lot of your "High Poly" should also be done in either zbrush or in nDo or another equivalent program. The intricate details would be as easy as painting out a design and then baking a normal map out of it. You are trying to model minute decorative details, and that's just going to create problems. It also looks like you are trying to model every little detail in one giant piece, the first mistake a lot of newer HP modelers face. The trick is to use simple floating geometry, and trying to cut down time as much as possible. Modeling floating geometry and duplicating and using that method not only helps with time, but also keeps consistency.
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