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Trying to Learn Blizzard Style - Sword of Vengeance

ayhankin
polycounter lvl 4
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ayhankin polycounter lvl 4
Hello,

This is my first post here, actually my works have promoted here,thanks to my teacher Jamin Shoulet (Metric Meditation is his user name) who teaches me amazing things like critical thinking, painting and working in modular fashion.

I have done this project for a class assignment and I have only allowed to use diffuse map. I have designed a weapon and highly inspired from Blizzard. I have tried to design a sword that fits the style :). It took almost two day to me to model and paint the sword. At the link below there are two other weapons, however the first one 'Sword of Vengeance' that I have made for Jamin's class. So I am making this post only for that sword.

I am still learning and I know I have to learn much better. So any critique would be appreciated. Thanks.

https://www.behance.net/gallery/Weapons/14265883

z1rl.jpg

Replies

  • RailbladerX
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    RailbladerX polycounter lvl 8
    Looks great man! you got yourself a great teacher. id say you got the painting skills down. :)
  • Yelle
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    Yelle triangle
    Did you do a high poly sculpt of this? Or was it entirely painted on?
  • ayhankin
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    ayhankin polycounter lvl 4
    Did you do a high poly sculpt of this? Or was it entirely painted on?

    I did not make any high poly sculpt for this one. It has only diffuse map. We are not allowed to use normal maps for this class.
    Looks great man! you got yourself a great teacher. id say you got the painting skills down.

    Thank you very much :) I appreciate it.
  • SanderDL
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    SanderDL polycounter lvl 7
    It is looking good. But I do think it could use some softer shading and gradients. Right now you have a lot of details, all screaming for attention. I think it could use some areas that are less busy, so your eyes can rest.
  • lotet
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    lotet hero character
    what sander said. new blizzard stuff is actually quite toned down, not that much contrast.

    I think you can zoom out a bit and try make the sword read from a far away view, get some gradients in there from top to bottom. tone down some of your details. Another thing is enlarging your details, like a lot, they don't usually do a lot of micro detail. If you have scratch on a sword, make it twice as big.

    anyways, hope that helps, good luck!
  • D4V1DC
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    D4V1DC polycounter lvl 18
    If you hold the handle with those backwards blades facing you, you would cut yourself unless they face downward but then the whole design gets funky so you might want to consider that, unless you hold this thing from an angle but after a while wouldn't that bother your wrists trying to keep it from turning downward which would go back to the previous problem.
    (That is just thinking realistically /&/ technically though)

    Otherwise it looks great besides the comments mention about the contrast, you got the details going for you.
  • arcitecht
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    arcitecht polycounter lvl 6
    SanderDL wrote: »
    It is looking good. But I do think it could use some softer shading and gradients. Right now you have a lot of details, all screaming for attention. I think it could use some areas that are less busy, so your eyes can rest.

    That's what I thought as well. What stands out to me the most is the brightness of the highlights, they're all almost white, which gives it a look of being covered in lightning. If you tone down those highlights and make sure they retain the color of the original surface I think it'll look a lot less busy, and the cracks will read as cracks.
  • stevston89
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    stevston89 interpolator
    Great start! Agree with everything above. On the note of bright highlights every edge you have has a bright highlight. It is making your edges look to uniform. I would break up where the highlights hit the edges. Especially on the metal it will only receive strong highlights from the main light sources.
  • ayhankin
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    ayhankin polycounter lvl 4
    thank you for all the comments after reading these and talking people I have made some changes...

    xory.png
  • luge
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    luge polycounter lvl 4
    i like it, and its good, but I agree that it could use some more soft shading. right now its so harsh and theres so many small details that its really busy looking. I'd also agree about the blades on the back of the handle... I know, at least personally, when I see weapons in a game that look like this, with weird impractical looks, I question how the hell anyone could use it and it bugs me. but thats just me, by an art stand point it looks cool. but I feel like you should always think about functionality as well as artistic value.
  • lotet
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    lotet hero character
    You are getting there, but you are going way to subtle about this. zoom out and look at this thing from a far. also dont use a black background, it hurts the silhouette of the whole render.

    made a quick paintover, hope you dont mind. Its not that good, but I hope its of some use.
    29fafc45a9ac9d35d8bc739c0f38cb7b.jpg
  • Joost
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    Joost polycount sponsor
    Great paintover! The original is amazing already, but this could make it even better imo.
  • Pavel Petrenko
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    Pavel Petrenko polycounter lvl 8
    Nice! Like it!
  • ayhankin
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    ayhankin polycounter lvl 4
    Thank you all for all the comments I really appreciate it. And I do not mind the paint over :). Thank you for giving your time. So this is the last version I have made some changes according to your comments and also keep things that I liked :). I hope I am gonna do better next time. So thanks everyone!

    https://www.behance.net/gallery/Weapons/14265883
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