A Mason Knight set with medieval roots and an Anglo-Saxon twist, stay tuned!
Thegn or Thane, is an Anglo-Saxon title (Anglo-Saxon: þeg(e)n, Danish: degn, Old High German: degan, Old Norse: thegn or "king's follower") meaning an attendant, servant, retainer or official, usually in a military sense similar to the later "knight."
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ok, here is some non item specific reference, on saxon art in general, it will be super awesome to get some of this embosswork, set gems etc into the items themselves.
thoughts?
Could try playing with a fuller on the blade and adding some cloisonne work to the pommel if you were looking to add more detail to it as zetheros suggested.
here is the reference I was using when doing the modelling
my intention is that a lot of the detail work will be done with normal overlays, I could spend an eternity sculpting or modelling them and get the same results in the end
zetheros - I am interested in the bicycle handlebar look you have spotted.. is this with the leather strapping? or with the metalwork? if it's the strapping, maybe a more wire bound grip would work better. what do you think?
I like the idea of the fuller and will probably go with something similar to the blade in the bottom right of the reference sheet.
thanks again for the suggestions!
Looking good!! Though I agree on the handle, it'd be nice to see it looking a little less perfect and the leather more obviously bound, maybe with some strap width variation, like the image in your moodboard..
Helmets! I am particularly fond of the face shape inspired ones, as they feel very saxon and give lots of room for nice gold trim and detail:
a quick update for me, how do you feel about the grip now?
I'ce created the low poly (3358 triangles) and baked down normal, ao, cavity and such onto a 2048 x 1024.
I've also started working on some of the knotwork. I am ok with it, but wondering if the detail should be larger and not as noisy...
About time I put something up here and contribute to the great team.
First up, here is the moodboard for the double axe i am doing:
This is the model I have so far, some kind of knotwork will be put in for the head of the axe and the two little rounded of bits under the axe head and at the bottom.
The detail on the bottom end is probably way too tiny so I will have to think about something else. I also don't like the sharp edge I am getting on the padded bit of the handle. To make things easier, I might just bake a flat mesh and then map it onto the cylinder for this part.
Appreciate all kinds of feedback and crits
Also @9thKnight good shout on the Rohan helms, seems they were inspired by saxon too, gave me more ideas!
Some rough ideas using the mason iconography and shapes:
btw, helmet is looking super nice Kai
sp0nge - Its all in the texturing, I havn't shown zbrush this model at all yet =/ just a mix of bakes from hard surface in max, crazy bump and the good old nvidea normal map tool Its pretty old school but it works for this kind of thing (I hope)
Sophax - personally I like how the helmet is going and once all the knotwork and detail is added I think the eye will be drawn to the right places, but the deal breaker will be seeing it with the mail coif.
Well a quick update for now from me, I've started the material and textures, doing this in marmo which aint great. will have to see about getting this blighter into the game!
what does everyone think about the gold colours?
Loving the detail, intense Looking forward to seeing it in game! Hopefully the yellow isnt too striking
The sword is awesome and the helmet is looking pretty nice.
However, iirc, there's already a DLC helmet on Chivalry that looks very similar to the one you are doing. I'll post screenshots later when I log in game so you can compare.
its texturing is just awesome
@Alphonse: Really?!! Nooo! I guess I'd better change it up a bit, thanks for the heads up!
@9thKnight: Thanks dude!
Small update from me, been unwrapping this week, here's the high detail base (minus some rivets) Still needs some adjustments and harder edges in places..
Time to try out knotwork details! :poly142:
The pinching on the nose is really distracting the clean nice shapes of the rest of the helmet, seems to be a new thing so maybe its an error or something?
Also, love that its a thumb head XD
What does it look like on the actual base mesh from the game?
Looking forward to the knots!
I changed the detail on the pommel a bit to be not as delicate and hard to see
I also added some detail to the head axe but I'm not really all that happy with it. Seems like it doesn't really fit with the knotwork stuff on the bottom so I might go back to this bit and change it up a bit and possibly even add some to the middle of the axe head.
Also created a low poly...still need to smoothen the sharp edges on the handle
Crits and feedback much appreciated
Also loving the sword and how the helmet is coming along
Here is a little update on my progress, started texturing now
maybe some slightly warmer tones on the leatherwork, but now just to get it into the game!
@bounchfx: Thank you I feel that I made the textures actually look worse there more i worked on them though
For the sake of completeness, here is what I submitted:
Steam Workshop Item: http://steamcommunity.com/sharedfile.../?id=322942854