Hello all. I will be entering with my friend Tim. I will be constructing a Halberd, and he will be creating the helmet.
We decided on a Kraken theme.
Here are some references we liked, and some initial sketches.
A cool idea, but I wonder how it would fit in the game. I've never seen nautical themes in pre-1500 battle equipment. But I really like where's it's headed.
Thanks guys. Unless I'm corrected, with all the lions, and birds, and boars, and such in history it seems as if there is room for a nautical theme in this game even if there aren't a lot of historical examples.
I've been working on the low poly, UV mapping, and baking, but today I got a suggestion to change the shape of the spear head and increase the girth of the tentacles.
The old one is on the top, and the changed one is on the bottom.
After some consideration I decided to stay with the old design. Even though I agree with you 9thKnight, that the tentacles are a little stronger with increased girth I don't think it's a big enough improvement to justify doing my work over.
It might be possible to just adjust the low-poly in the end. We will see.
Haven't posted much because I figure no one want's to look at low polys and UV maps. I changed up the model a little and because of that I had to redo the bakes and start the textures over a few times.
I decided to go with a brass kraken with an inset steel spear head. I'm about 50% of the way with the textures. Obviously some areas are lacking textures completely, and the rest needs more work done. The master shader distorted my colors a little bit so they are a little odd looking right now, i need to adjust for that. But enough excuses, here's results
Hey man, I really like your idea and design! As for low poly and UVs, I think you should add them too, 'cause being a newbie, I look at works here and try to understand how it all works together Hope to be able to participate in such a cool contests soon as well. I wish you good luck with this set. Oh, and btw, how is the progress on the helmet?
Since you have unique uvs on the squid, you could really nick it up in the highpoly, or add them with ndo2 or something, theres room for a lot for battle damage and weathering. I can see some normal details I think, crank it to 11! Brand new weapons are boring! This design looks like it's seen a few battles, past down generations. Cool stuff. : p
Thanks Dobrin, I'll post wires and texture flats later probably. As for the helmet, to be honest my partner and I are struggling to find a design that fits the theme and stays in the 1200 poly limit. Hopefully that will happen soon.
Great idea Noth, I'll definitely add battle scars and weathering while I'm refining the textures.
Really nice work you have going here. My only comment is maybe shine up the metal a bit more and maybe darken the wood a little. That's just my opinion though. The shape is great, very distinguishable.
I agree with 9th, I love this! but the wood pole is drawing my attention away from the kraken awesomeness. I'd try desaturating the pole a little. Over all, very cool!
Thanks everyone. I was actually planning on doing exactly that to the wood. And shine up the brass a tad too.
Good to know we are all on the same page.
Wow! amazing i like the concept and your final object is pretty cool perhaps the wood look too much like bark
Yeah, I think you still need to tweak the wood a bit. Maybe try a smoother wood. Right now it looks like wood that has been weathered a bit due to heat.
The blood mask for the spear tip doesn't make any sense - right now it looks like you've sliced someone along the back edge as opposed to skewered them with it.
Thanks guys.
You were right about the wood. I needed to step back and just rework it. Any thoughts on the new texture would be great.
McGuire: I think the glare of the light was concealing the fact that the blood was more symmetrical on the spear point to convey that it was used in a stabbing way. Let me know if this different light angle shows what you were thinking.
So my partner got real busy with his job and won't be able to submit the helmet. I'm hoping I'll have enough time to do it. I got the block out he had and I have worked on it a little bit. Heres what I have.
You could also get away with using a painted wood look,it would help provide contrast to the tip,so it doesn't detract from its squiddy glory. The Exposed wood as it,takes away a bit from design because it seems like the top of this halbred was finely crafted,but when they got to the wooden part,they said "Fuck it,that'll do"
This is a bit out there, but on the sheaths of Katanas, they like to use this black,polished wood. I think that look,with some gold ornamentation running down the length of the pole would look cool.
Also still playing around with the handle texture on the halberd. Thanks for the input JO420. I tried a bunch of different things and I thought I would try out a painted wood look that has been worn down. I don't know that I am completely happy with any part of the handle. Not sure what this one part is giving me so much trouble
First pass on textures for the helmet. I miss the environment map you get on the weapon, really makes the metal look better. But you have to work with what you get.
The helmet is looking really good so far. What it could use is details to imply a look of construction. I could see the helmet made of several over lapping plates bolted together,
JO420, thanks man that's a really cool idea. I'll check that out today, although I wouldn't want it to stray too far into the unrefined industrial look. So it will need to strike a balance.
uk_resistant, thank you for making that paint over. Unfortunately I'm running pretty hard into the tri limit. So smoothing things out might be difficult. But I'll try to massage around some tris to see what I can do.
For some reason there is a seam running down the center of my helmet
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[EDITED FOR THE SAKE OF THREAD CLEANLINESS]
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Any suggestions would be great.
EDIT: So I did a quick test and just unwrapped the helmet with no UV seam down the middle. It totally fixes the problem, but that doesn't solve the issue of it being there when I want to utilize the UV space by mirroring the UVs.
Did another set of troubleshooting by creating a new material from scratch (instead of using the master material. The seam disappeared when I used that, so it must be an issue with the master material, probably user error. So I will check that out later today.
Replies
Took the model into Max for some refinement.
Hopefully more progress incoming tomorrow.
The old one is on the top, and the changed one is on the bottom.
What do you guys think?
It might be possible to just adjust the low-poly in the end. We will see.
I decided to go with a brass kraken with an inset steel spear head. I'm about 50% of the way with the textures. Obviously some areas are lacking textures completely, and the rest needs more work done. The master shader distorted my colors a little bit so they are a little odd looking right now, i need to adjust for that. But enough excuses, here's results
Great idea Noth, I'll definitely add battle scars and weathering while I'm refining the textures.
Good to know we are all on the same page.
Also with 300% MOAR BLOOD
Yeah, I think you still need to tweak the wood a bit. Maybe try a smoother wood. Right now it looks like wood that has been weathered a bit due to heat.
tl;dr - MORE BLOOD!
You were right about the wood. I needed to step back and just rework it. Any thoughts on the new texture would be great.
McGuire: I think the glare of the light was concealing the fact that the blood was more symmetrical on the spear point to convey that it was used in a stabbing way. Let me know if this different light angle shows what you were thinking.
So my partner got real busy with his job and won't be able to submit the helmet. I'm hoping I'll have enough time to do it. I got the block out he had and I have worked on it a little bit. Heres what I have.
This is a bit out there, but on the sheaths of Katanas, they like to use this black,polished wood. I think that look,with some gold ornamentation running down the length of the pole would look cool.
Also still playing around with the handle texture on the halberd. Thanks for the input JO420. I tried a bunch of different things and I thought I would try out a painted wood look that has been worn down. I don't know that I am completely happy with any part of the handle. Not sure what this one part is giving me so much trouble
As for the helmet, I believe in need more sharp edges.
Good luck,
TheMightyKnight
http://www.polycount.com/forum/showthread.php?t=140143
Also I think i've settled on engraved steel grips for the halberd.
ps: thank you for the lighting tip
Just one tiny thing but I would smooth out the geometry on the front, i find it weirdly distracting
uk_resistant, thank you for making that paint over. Unfortunately I'm running pretty hard into the tri limit. So smoothing things out might be difficult. But I'll try to massage around some tris to see what I can do.
For some reason there is a seam running down the center of my helmet
...
[EDITED FOR THE SAKE OF THREAD CLEANLINESS]
...
Any suggestions would be great.
EDIT: So I did a quick test and just unwrapped the helmet with no UV seam down the middle. It totally fixes the problem, but that doesn't solve the issue of it being there when I want to utilize the UV space by mirroring the UVs.
I totally missed your message when I read through my thread, sorry about not responding. Thank you so much that's very flattering
I worked some more on the texturing today.
I've been working on getting a real clean normal map bake, and painting out the seams of my maps. Also added rivets.