So I'm in class right now that we've had to do a pretty large mock, GDD/Art Style Guide for a fictitious game. The game is somewhat like God of War, except for that the player faces off against the zodiac deities instead of Greek gods. This the spear for the main protagonist and is magically imbued.
This is just the kind of low poly version. I really want to get this into Mudbox/Z Brush, and sculpt it out so I know my final LP will lose that blood groove, and bevel on the blade. But, for the purpose of this image I just wanted a pretty detailed LP to show before going into final modelling/sculpt faze. Things I would love C & C for is the presentation and renders mostly, but feel free to just give advice. Below are thing I tried to accomplish for this WIP, and things I want to accomplish.
1. modeling in a way to think about the end goal
2. Really tried to experiment with MR shaders to get my renders to look nice. Turned off GI/II and shadows on these renders. Still not quite great I don't think.
3. Working on A/O passes
4. Really need to work on my LP/HP/Baking workflow.
5. Lighting still needs work on my renders.
6. I tried hard to get a nice composite and clean presentation in PS. Is it too much??
That's all I got for now.
Link for bigger:
http://spectre1130.deviantart.com/art/Fictitious-Game-Art-Asset-355536228?ga_submit_new=10%253A1361421661&ga_type=edit&ga_changes=1&ga_recent=1
Thanks for looking:poly136:
Replies
link to bigger:http://spectre1130.deviantart.com/art/CelestialSpear-Spear-present04-flat-sharp-355889721?ga_submit_new=10%253A1361589061
All crit is welcome..thanks Polycounters
Generally speaking the edges on your high poly look quite sharp, which might give you problems when you bake the normal map. Usually you'll make things smoother in the high-poly than they appear just to get a better normal map result. Good call on removing the blood groove from the low poly, that will be taken care of by the normal map.
The 'wonky' geometry in the last part of your picture shouldn't really cause a problem when subdividing, but if you want to fix it you'll just have to remove the edges that have been merged causing those triangles and manually add in new edges to make it a loop again.
The general design of this spear reminds me of something you'd find in Planescape: Torment. Love that game.
http://spectre1130.deviantart.com/art/Spear-head-geo-help-356310615?ga_submit_new=10%253A1361760283
I'll get some of the final LP renders up too, hopefully tonight.:poly135: