hello polycounters
After the bankrupt of my company, I try to reconvert myself
I make some realtime job before but its wasnt the same constraint than in the video game industry ( quality demand , delay ..)
So , I start to make demo asset to improve my workflow
the first one , 3h20 ( 1h20 High poly and sculpt, 1h00 low poly ,1h00 texture)
it is reasonable (delay ,quality) ?
sculpt
and texture
thanks for reading
Replies
Assuming the blade has been sharpened down to a bare metal, the spec map should be much brighter along that area.
Did you look at a reference for it ? Id be really surprised seeing a soft gradient for this. There are many ways making a blade edge into eye candy, look up some references, pick one that makes sense and stick to that, its the most important part of the asset.
Also use a bit of color, its just black and white. Colors are apparent even if you do not notice them. Also break up the edge wear a bunch on your diffuse, so the difference pops depending on the angle, not to forget extra detail in the specular.
its much better now
The more curvy and the larger a shape is, the more polies it needs.
Also, while I like that you're going for a wrought iron style, that curvy ridge separating the hilt and the actual cutting area is a shape that you can't get really get through hammering. The 80 degree angle at the start of the cutting edge would not likely be there either, though it could be done by hammering the blade down into a narrow triangle there wouldd not be the thick square shape you show. Wrought iron shapes tend to be simple and flowing, with not much width variance.
try to follow them with a new asset, stay in same way
The blade edge looks a little bland on the first sight but medieval Europe style blades actually have such a look, they do not really look sharp.
Well theres what our stereotypes are and then theres real life. A little exaggeration doesn't hurt however, "Larger than life" is the slogan of the CG industry (aka making it more obviously sharp / lighter edge) Atleast thats what I would prefer, maybe im biased there ; )
The pinch on the tip is really obvious however, and since you're so super low on polycount, use it to give that leather grip a proper relief that is based on geometry, its really obvious and definitely the weakest part.
Maybe turn up the contrast of the spec of the leather part a bit so the detail comes out more and reads less as glossy and flat, also desaturated the orange just a bit, and itll be a top portfolio piece
Edit: About your font choice for your presentation, Id avoid fonts that are based on serifs or slabs , they have too much character and do not fit well with many different themes. Use a clean and nice sans serif, like you do on your email per example (thats a pretty futuristic one tho, but alright). Now your 2 assets are kinda fitting in the theme, but will all your future ones be ?
added some dirt in leather, and ligth more the blade
not aggree with added some geometry in the handle, i try and its really waste of poly if I want a nice shape
I start this only for fun and for improve/test my workflow, now I plan seriously to make a asset pack for the unity asset store so yes the future ones will be in the same veins
My question here is about none square uvw, I know its possible in max but its a problem in Unity for exemple, and wat's the technique?
done with the low poly and texture, 850 try
maybe a little too much, its the strape on the handle
close up
axe 1000 tri