Throwing this out there to get some feedback. Am I on the right track or not, love to hear some constructive criticism. Its more or less just for fun painting a super duper low res model.
thanks!
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Any thoughts?
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I would definitely add geometry to the wide pale band on the outer edges of the center. That way it looks like has mass and when it breaks silhouette at the top where it wraps around, it'll looks more like it continues on, instead of looking like the texture is oddly stretched or projected around the model as it does now.
I'd also change the geo, at the "fingers" coming off from the central skull as well. The designs look interesting from the front, but as soon as you look at a 3/4 view things are turning corners very abruptly which breaks the illusion of more complex 3 dimensionality you're trying to create.
tldr; Texture work is decent, plenty to push but on it's way, you main issues right now is the model. You need to make sure your geometry supports you texture and vice versa. it's a potentially interesting design slapped onto a very generic 2-hand hammer model that doesn't fit.
Look at some weapons from WoW or Dota etc and see where they choose to spend their polygons for maximum silhouette value. You can do a lot with barely any polys if you understand where to put them.
Haftoof .. Im trying to keep away from normal maps for this one. Purple swirls gone. May come back later
Xelan101 .. I was trying to not alter the model. The model was given to me. Screw it, it needs altering! Youve just made my mind up for me, thanks
Justin Meisse .. Id like to alter the geo design but Im restricted as it was given to me.
This is what I did before reading your feedback .. will definitely update with feedback next round. Thanks!!
deleted .. sketchfab model .. sorry
I think the biggest offender imo is the "spider legs" that cross geometry.
As far as the texture goes I'm jealous of your painting... Goals... hehe
So far.
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It still looks great regardless
Does give it a very different look though
Overall jealous of the painting, did you do any particular reading for the texture style?
Here is an update .. I work on it whenever I get some free time.
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what do you guys think?
The texturing is looking good but it doesn't work with the geometry at all. You may want to consider some kind of functionality pass.
EDIT: Also depending on the style I'd say the handle is too thin.
Definitely agree with this. It looks like you understand lighting based on the details you've painted on the hammer (all the metal work and whatnot), but it looks like you're fighting the geometry of the model. Instead, embrace it and use the geometry to help accentuate the form of the hammer.
Excuse the crude paintover, but take a look here:
All I've done really is establish those planes of the model by painting lighting info into the model (what several people in this thread have suggested doing). I feel like you could take it even further than this, really. But as it is now, that form is lacking on the model, and it instead of looking like a hammer made out of stone and metal, it looks like a painting of stone and metal has been wrapped around a vaguely hammer-like shape.
Another thing I added on the paintover is a bit more light color information. That lava-like glowing bit at the top looks like it should be affecting the color of things around it, so try adding color information based on how intense the different light sources are looking.
Just my two cents. Hope it helps!
I think if you just made the skull bigger and removed some of the elements drawing the eye away from it, it would help it out a lot.
I did a quick paintover to show you what I mean.
MattyWS Definitely going to fix up the edge detail, more damage on its way, altho the symmetrical UVs make it a little hard to go too crazy.
dragonxxxv mm some splattered brain material could work
Nosslak Spikes and pommel definitely need finishing .. on it.
klamp Thanks heaps for the paint over! Thats given me some great direction, much appreciated!
KyleJensen Sorry man .. Im going to steal that design Yeh, I haven't made the focal point very clear. I just got too carried away with the detail.
By the way, love your latest character work.
Thanks heaps for the feedback, you guys rock. Maybe some time later Ill give it another pass.