Hi,
I'm working on a war axe now and like to share the progress this time, instead of just showing the result.
Highpoly model is nearly finished, I want to add some studs and have to decide on a design for the pommel.
Some input is really appreciated especially for the pommel.
For the wooden handle I created a procedural wood material which I want to bake later as a base for the texture.
I'm pretty happy with the result and can easily reuse it.
Replies
Secondly the opposite side of the blade,is it intended as a secondary attack point on the axe or it's just for show ? At the moment it's hard to tell .
I understand what you are saying regarding a smaller impact area and focusing the force, but I think this applies more for picks and the spikes on war hammers and such. Even a more curved axe blade has still a wide area it impacts with.
I did some research before starting there were plenty of different blade shapes some even completely straight. The axe I base this design on mainly is from Germany 15th century.
The original Chivalry war axe is quite round therefore I thought a more straight one is a good alternative.
The opposite side is a hammer head. Probably helps to balance the weapon as well.
Might be better visible after texturing, adding some wear to it, or i could add a bit of geo.
Little update on the weekend I hope.
I finished the model and baking all the maps I need.
Here are some shots of the low-poly with normal map and a bit of AO.
Decided to go with a shorter spiked pommel.
With a bit more of bumpiness on the blunt part I think it is recognizable as such, wear on the textures should the rest of the job.
I think I'm not really good in naming stuff, how does "Trusty Battle Axe" sound to you?
Any other suggestions?
http://steamcommunity.com/sharedfiles/filedetails/?id=452796991
I renamed it to "Sunder".
Here are some images.
Feel free to comment, I doubt though that I will make changes to this one anymore, but I can use feedback for further work.
Pretty simple for this one.
Baked tangent normals, object normals, gradient (center-sides, up-down, front-back), color map and AO.
Created 2 masks in Blender, one for the wood, which is procedural and one for the blade material.
Added just scratches in Quixel NDO and after that created the textures with Quixel DDO.
Maybe I throw this into the Quixel area later as well.