After making a sword and a shield ([thread=131240]see here[/thread]). I found that I really like doing this medieval stuff. The goal is to make at least one complete piece per week to pratice modeling and texturing. I hope I can improve enough to let some of the things I produce be the start of my first portfolio.
The style I aim for is realistic, however I will not focus on historic accuracy nor do I aim for any specific time period or culture and rather do what I like and what I think looks good.
I hope to get some help and feedback from you as this is what I feel helps most on improving my work.
So after sword and shield I gave the two handed axe a go and this is the HP so far:
I decided to go with rather simple shapes and forms for now and will try more complicated stuff later.
LP is already done, next up will be baking and texturing.
Replies
Oh man that would be so cool! I am sorry to disappoint you but thank you for the nice comment.
Meanwhile I baked it so here is the lowpoly+normalmap with basic diffuse/roughness/metallnes values and I put in an ornament I had in mind for the axe.
However I ran into a slight shading problem. I had this kind of wavy lines pattern showing up before after I added my normalmap but It did not affect me so much. Now I am wondering what that could be? Is that a tangent space issue? Normalmap is baked in Blender, render is from Substance Designer Viewport(Can't afford Toolbag untill next month so I'll have to stick with that.)
I know it's bary visible and maybe I am overthinking this but it keeps bugging me.
Because I don't want to blow up the post more, here are wires, UVs and normalmap:
http://i.imgur.com/tWD5nMk.png
http://i.imgur.com/6sb2wSc.png
http://i.imgur.com/31gsnbF.png
At some point I thought I had to triangulate the LP and I am not sure if it was a good one. And of course I did not make a backup before.
Currently your wires are quite odd which is contributing to your bad shading. Get rid of those two vertices on the flat area of the axe that all the outer edges are connected to.
Another thing you can do is bake the normal map at a higher bit depth (16bit) but whether or not that will end up being used in engine or not will determine whether or not it is worth doing. After texturing the slight shading problems might not be noticeable anyway.
Are the new wires good as they are? Or are so many vertices wasted there? All in all the model is at 1.4k... I guess that would be ok for a first person game weapon, or is it to much? I know that depends on a lot more.
new wires: http://i.imgur.com/j6VbAIG.png
still wavy lines : http://i.imgur.com/dUaIb48.png
It is not a combat weapon, more of a status symbol of an aristocrat. The texture will not include much wear and tear and will be more about getting materials like gold, siver and gems right.
Here is the highpoly I've made:
The empty space at the pommel will be filled with a symbol, which I still have to decide on and bring in later via heightmap/normalmap.
Meanwhile I'm thinking what to do next. Not another weapon for now.
And I finally got Toolbag2.
I changed my mind about not making another weapon, so here is my initially HP for this week. Next comes sculting wich I will most likely scew horribly up because I suck at sculpting. But hey, that's the challenge and I want to learn something.
Overall, pretty good stuff. Keep at it man, this stuff is all about getting tons of practice. I am excited to see this crossbow.
Atomicguppy, thanks for the encouragement and critique. I needed to read a bit more about using the right values for the metal of the axe to realize why it looked like plastic. After adjusting the values I think it looks now more like metal. I know that the scratches are still to uniform, I will work on that later.
Here are the roughness and albedo maps;
I had no time to work on the crossbow any further but I'll do over the next day.