If you feel your weapon is too boring, try breaking the symmetry.
But to be honest I don't think you have to do that, just try broadening and shortening the blade a little. It's is very pointy and long - compared to the original weapon one could say it's too extreme.
:thumbup: with Dota you want to split your mesh as little as possible. You may be right on with the tri count, but having too high a vertex count alone will prevent your item from being accepted. Let normal maps do most the work, and split the mesh only when needed.
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But to be honest I don't think you have to do that, just try broadening and shortening the blade a little. It's is very pointy and long - compared to the original weapon one could say it's too extreme.
, unless you want hard edges hexagonal. Looks rough on the hands. you'd get better lighting too.
And the first shot, just use a light/med grey background. The blue distracts and makes it harder to see the staff colors.
Maybe make the points around the blade larger, they are pretty much hidden in game.
:thumbup: with Dota you want to split your mesh as little as possible. You may be right on with the tri count, but having too high a vertex count alone will prevent your item from being accepted. Let normal maps do most the work, and split the mesh only when needed.