Well. I thought I need to start get busy. Currently I am both learning and working on a project and waiting approval to work on a second one.
So to start off, I have this concept of a Juggernaut weapon
As your can see. My concept skills aren't that good even though I believe I have the idea almost grasped.
The weapon is supposed to be a cross between a straight katana and a cleaver.
The blade would be ivory white with the engraving being red. True to Juggernaut color. The pointy side is outwards which is a direction opposite to current Juggernaut weapons and which all go inward.
The handle though could need some work. Though I am having a hard time coming up with a design that is simple yet attractive.
Comments and assistance is appreciated.
I have already begun modeling it Max.
Replies
Next I will work on the handle before going back to refine the blade.
Here it is in Mudbox before any real work being done on it:
The item has been uploaded to the workshop. I still need to add a lot of images showcasing the weapon.
http://steamcommunity.com/sharedfiles/filedetails/?id=147352412
With that said, I am looking to collaborate with a concept artist for the June competition. I am also looking forward into making a set this time around. Any takers? Keep in mind I am still a beginner and not really that fast. Though either way, I aim to finish.
Also, I don't really know how this is held together? You have straps on the bottom but nowhere else. Its a good start but needs to extra work to make it shine, it's definitely a cool idea!
Also, I unwrapped LOD0 and have the base textures and maps. The thing is, I did the wrapping after I already have prepared LOD1. So, how can I go around mapping LOD1 with LOD0 maps?
Vote + favs me up :P Lemme know you have ne more questions.
http://steamcommunity.com/sharedfiles/filedetails/?id=151715254
If not and somehow you need to transfer uvs. I don't think you can since the vertex order is now seriously different.
Well, in game is lod1 fbx but since I used the same method, then the issue still present there too. So any action and the bow is in hand. When he runs, it floats.
True, any suggestions on how I can improve that? Currently is colored based on the concept but as you said, it is causing readability issues ingame. Any links or examples would be appreciated it. In the mean time I will experiment and see what I can come up with.
Not sure if i made it better or worse. Really need some guidance here.
if you wanna keep it dark i guess you could play with the selfillum and add some lava cracks and glow to the spheres
@beetrootChan: Horn values, do you mean the reflected light or the bone color? If it is the latter, I have been rolling that idea on my mind for a while.
http://steamcommunity.com/sharedfiles/filedetails/?id=154170398
You aren't the first one to mention that. I might bring it up to the concept artist to see what can be done.
Your critique is highly appreciated.
Here is the finished bow.
http://steamcommunity.com/sharedfiles/filedetails/?id=164105254
http://steamcommunity.com/sharedfiles/filedetails/?id=164680698
Hope you like it.
You can see in the image below the process going from concept, modeling (3Dsmax), sculpting and polypainting (Zbrush, thanks Vlad for your video) and finally retopo with textures. The lighting isn't normalized between the steps but rather to illustrate the flow.
This image has been resized. Click this bar to view the full image. The original image is sized 948x471.This image has been resized. Click this bar to view the full image. The original image is sized 948x471.
Umbrage and OH by Vayne4800 and Stefco
Feathered Torment by Vayne4800 and Stefco
Horns of the Bloodletter by Vayne and Fishie
Hope you like it.
This image has been resized. Click this bar to view the full image. The original image is sized 1024x748.
This image has been resized. Click this bar to view the full image. The original image is sized 1257x798.