Hey guys, I started some work on my other item, kind of ping-ponging between it all, and I have more time now, so I should be able to show a lot more progress daily now.
This one is a mace for the Man-At-Arms class. I started it a couple days ago and picked it up again today, here's the progress thus far !
first things first is the concept, provided by the lovely yet still somehow talented Pior:
I liked this one due to it's simplicity and silhouette. It felt brutal enough to spend my time on.
After receiving, I blocked out promptly:
then found the correct scale so the tip and handle matched as it should:
before sculpting, I wanted to see how the import process worked, so I went to bind it, but found there was some issues!
It was just too dang big. After shooting back and forth with pior, he noticed the scale difference (2.54 is what the bones were set at) was similar to inches/cm conversion. At first I tried setting the bones' scale to 1, but then it wouldn't let me rig the mesh to the bones any longer.
Instead, I tried exporting the FBX as inches instead of cm, and when importing again it worked !
After seeing it in game I was then pumped to continue the journey. I'm used to sculpting much more prominent details so this was actually an exercise in restraint:
I plan on flipping the spikes around, so one set of them should be fine, the different angles after flipping will take care of it looking repeated.
I then set up my package and materials properly in Unreal, did my bakes, and took another look inside the engine:
looking good so far, can't wait to texture this bad boy.
thanks for looking !!
Replies
Oh, and the mace is one of the fastest weapons (faster than broadsword) due to it not having a lot of mass (it's got flanges instead of a head). your weapon looks really heavy and I wouldn't expect it to swing nearly as fast as the mace.
I like the model though
I totally agree. All has been said
Good luck,
TheMightyKnight
http://www.polycount.com/forum/showthread.php?t=140143