I looked through my photos from trip to Switzerland and found a photo of a very fancy halberd, which I made at some castle (maybe it was Shilon castle).
Here is highpoly, before ZBrush.
I would say get rid of the hammering entirely, it's a nice touch, but based on what you see in first person and third,that sort of details gets compressed,turned into noise and ultimately lost. It's a nice detail,but too subtle in the overall scheme of things. You also have a lot of nice decorative details made into the metal,but the hammered looks detracts from it ultimately .
I actually like the hammered look. Dettail is gonna get lost with mipmapping but it is still worth keeping it IMO. I also like the wood pole texture, did you sculpted it?
JO420 I need to look again at it from a distance. I kinda liked hammering, but if it doesn't work I'll remove it.
GRAT0R Wood is made purely in Substance. It is cloud noise remaped with dynamic gradient and multiplied with horizontal fibers noise. Also fibers noise converted to normal.
JO420 I need to look again at it from a distance. I kinda liked hammering, but if it doesn't work I'll remove it.
GRAT0R Wood is made purely in Substance. It is cloud noise remaped with dynamic gradient and multiplied with horizontal fibers noise. Also fibers noise converted to normal.
Don't get me wrong I like it too, I'm just afraid such subtle detail,used in a small area could turn. It into noise.
Really cool job on that Halberd Zelfit, sucks the hammered look didn't work though. One tiny thing that could improve the weapon, is inside the etchings you made. Unless my eyes mistake me ,the etchings are purely normal maps. I think they could pop out more if the areas were the normal dips were darkened a bit to make those shapes more see able. One thing armor makers would do is apply a darkening agent to the negative areas of their etching,to make design pop out more. I think your weapon would benefit from that.
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one slight crit: make the corners of the blad look a bit sharper. or if not just more angular.
Wondering if this was an actually used functional weapon or for parade/decoration purpose.
If critique is allowed, I would reduce the hammering in the areas of the edges, since you want to cut smoothly.
GRAT0R Wood is made purely in Substance. It is cloud noise remaped with dynamic gradient and multiplied with horizontal fibers noise. Also fibers noise converted to normal.
Don't get me wrong I like it too, I'm just afraid such subtle detail,used in a small area could turn. It into noise.
http://steamcommunity.com/sharedfiles/filedetails/?id=445580484