Weapon Update, high-res ready for Zbrush now. I've swapped out the reference sheets for direct links too. Oh and the handle hasn't gotten any love yet, so ignore that portion for now. : D
I'm planning on making a set including the Brandi. It's my go to weapon usually, I love the range. I really want to put a fist on the end of it, I think that would be bad ass.
I wanted to ask if I could get away from the sun portion of the design poking out of the Brani's usual shape. (Outlined in red) Considering 2/3 of the Brandi's attacks are pokes I don't think it would pose a problem. For the horizontal attack, since the main fist geo is within the usual contact area, the sun elements would look like they were stabbing into the enemy -- which is pretty legit I think. Let me know, if not I'll rework it or maybe design something else. It could also be a Bardiche, but hopefully I can use this in game as Brandi though.
Thanks for putting those reference images together. The design of the weapon looks really nice, the fist could also be holding the sun like it was brass knuckles.
Updates finished the high res, will take into Zbrush now. Said that earlier, but now the handle is finished. Woot! Looking forward to nicking this up a bit.
Thanks.: ) No low poly yet, I'll get to that this evening. This is the smoothed high res broken up into material groups, marmoset didn't even flinch. : D I'll be making a helm to go with it in the sun theme after zbrush pass for this guy.
Made a blend-if tutorial for anyone that hasn't seen it's awesomeness in action. I'll desaturated the spec later but left colour for now cause it looks cooler. It helped me bring back the scratches and hot spots for the spec map, maybe someone will find this useful. Post questions if the diagram isn't clear, I kinda sped put this together. : )
Update! Still tweaking material for the steel. Also included a close up of the blood decal, had fun with that! I've got that nasty normal seam too, so I'll have to do some fiddling there soon.
Beautiful work
The light direction seems to be hitting the model at one angle, and the specular looks like it's catching it at another. Could flipping the y in the normal map be the solution?
Hey Slipstream, yeah I flipped it on import and it was crazy to see the difference. I don't do much next gen stuff, it's mostly hand-painted, so this has been a bit of a learning weekend.
I think I'm done with this for now, on to the helm!
Wow! Insanely good design, Noth. I have only one suggestion; make the blades look really sharp by making the edges of the three blades look freshly sharpened and polished. Give them nice, shiny bevels.
@ fozdar3d - thanks for the link, I used that to set it up in the engine and save my package, but I'm wonder how I can get it in the hands of a vanguard now. I seen some screens of people with their weapons with characters holding them. How I do?
@zetheros - thanks for that, yeah I can revisit it pretty easy. Having fun tweaking everything now that it's in the engine. I'll post helm designs soon. : )
If you go up to the characters package and then then click on like the knight package or whichever class you want, then click on the mesh to pop it open, click on the red sockets button at the top of the window, then find probably the weapon 2h socket and add the weapon to that socket. One of those tutorials I think has that in it.
Thanks for the kind words! Here's a concept for a helm I'm thinking of making. I want to follow the great helm shape pretty close as it hold true to the time period, but I'm adding a bit of design to it. Hopefully the two balance eachother out enough to fit with the game, I had some pretty far out designs, but I think they were too fantasy based. Lemme know what you think!
Couple progress shots, did the baking and texturing today. I'll finish it up and do promotional stuff tomorrow. Ended up changing the design in 3D and going with the sun theme. Glad it worked out, cause I was hoping to keep the weapon and helm consistent. I'll post the vanguard with the helm and weapon tomorrow before I make the promotional stuff. Excited to see what he looks like! C&C welcome, thanks!
Damn, that came out sexy! I wished the silhouette of the helmet itself was a bit more rounded and/or more interesting to match the badass design at the front.
dang that is scary! wouldn't want to be on the receiving end of that thing, Lol. Really well done, love the look of the fist holding the blade thing at the end. The helm is viscous too, great work!
@Spudnik - I know what you mean! haha, believe me I had some pretty far out sun designs at one point. After comparing those to chivalry's realistic art direction I made the decision I would try to stick with the great helm design the vanguard rocks in-game. The construction methods for that helm are super basic. I thought it would be a good challenge to try to stick with that but make it exciting, having to rely purely on design and no pointy silhouette shapes.
Check out this great helm, it's like a piece of metal wrapped around the dudes head with a cap on it. lol Punch some holes in it for air and your good to go.
Hoping the two pieces of the set balance each other out cause the weapon is a bit crazier.
Replies
I'm planning on making a set including the Brandi. It's my go to weapon usually, I love the range. I really want to put a fist on the end of it, I think that would be bad ass.
I wanted to ask if I could get away from the sun portion of the design poking out of the Brani's usual shape. (Outlined in red) Considering 2/3 of the Brandi's attacks are pokes I don't think it would pose a problem. For the horizontal attack, since the main fist geo is within the usual contact area, the sun elements would look like they were stabbing into the enemy -- which is pretty legit I think. Let me know, if not I'll rework it or maybe design something else. It could also be a Bardiche, but hopefully I can use this in game as Brandi though.
The model turned out fantastic.
Keep it up.
I copy/pasted the exact example here, and edited it to suit my entry.
WP(weapon)_hbl(HeavyBlunt)_Maul(weapon name)_Variant_##
I wrote
WP(weapon)_hbl(Brandistock)_Spear(BurningFist)_Variant_01
Any ideas? Never used unreal. Thanks.
Link here - http://i.imgur.com/U6MdSaW.png
The light direction seems to be hitting the model at one angle, and the specular looks like it's catching it at another. Could flipping the y in the normal map be the solution?
I think I'm done with this for now, on to the helm!
https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/Tutorial%3A+Adding+New+Weapon+Skins+to+Chivalry
Pic for reference;
@zetheros - thanks for that, yeah I can revisit it pretty easy. Having fun tweaking everything now that it's in the engine. I'll post helm designs soon. : )
Really like the way the weapon turned out.
@Spudnik - I know what you mean! haha, believe me I had some pretty far out sun designs at one point. After comparing those to chivalry's realistic art direction I made the decision I would try to stick with the great helm design the vanguard rocks in-game. The construction methods for that helm are super basic. I thought it would be a good challenge to try to stick with that but make it exciting, having to rely purely on design and no pointy silhouette shapes.
Check out this great helm, it's like a piece of metal wrapped around the dudes head with a cap on it. lol Punch some holes in it for air and your good to go.
Hoping the two pieces of the set balance each other out cause the weapon is a bit crazier.
Check it out here @ http://steamcommunity.com/sharedfiles/filedetails/?id=323109313
Leave your link for me and I'll do the same, best luck polycounters!