I wanted to share some of my 3D work with everyone here as well as my pipeline in the hopes of improving my work.
I came up with 4 axe concepts all of which I like and could see being turned into 3D.
Here is how I start, with a low poly subd model made in Maya with edge loops to create my initial high poly.
I then bring it into Zbrush to begin sculpting in the normal map details. I tried not to go to crazy on micro details here as they will be done in Painter.
I then sculpt in the larger highpoly details using brushes, alphas and projecting an alpha detail mask on the handle.
Once that's done I bring in the desimated high poly mesh into 3D coat where I perform my retopology. With this asset I wanted it to fit into the world of Skyrim, so I found out the budget that game, which came out in 2011, was between 1k-2k tris. So I decided to keep it around 3k since it's 2017.
Once that was finished, I did my UVs which were done in 3D coat and Maya. I then went onto baking which I did in Substance Painter.
Finally I textured in Painter.
I have this model on Sketch Fab where you can get a better look at it.
modelLooking forward to hearing everyone's thoughts on this, my work flow as well as the model itself.
Replies
Where's the sharpened axe edge? Where's the worn leather from the many times it's own has used it? Where's the scuffs on metal edges from clashing against a shield? There's no build up of dirt and grease in crevices.
I like the material work you have so far, push it further though. Make it look like more than just another 3d axe, give it MORE story.
Here's another one I did from my concept sheet. This one I was going for more primitively made, like barbaric type of tribe made it.
Same initial process to start.
But after this step, I wanted to push the high poly micro detail more than the last one. I had gotten the same feedback on the first axe about the wear and tear, so I went ahead and added a good amount. On the handle though I kept it simple since I already had a good wood grain texture with normal, so I didn't want to bake that detail on my initial low poly normal map since I would blend it in the texturing phase.
Low poly and bakes done here.
Here are my maps. Using Unity 5 spec gloss PBR so the metalness and rough are in the RGB of one map.
Here's the finished result taken in real time in Unity 5.
Real time render taken from Sketchfab viewer as well as a the embeded viewer.
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So looking at it now I could have pushed the dirt and grime in the nooks and crannies of the weapon, they don't show up too much, then again I tried to be subtle and not overdo the fidelity of the micro details. Going to apply what you guys suggested on the next one.
I took part in the Beyond Human Challenge last year, that was spectacular, thread here:
https://www.artstation.com/contests/beyond-human/challenges/24/submissions/20899
Somethings, first version, my scale was off in Toolbag, so the PBR and dept of field is very wrong. Also, pose was wonky, stuck to t pose.
AND.
I will only do T pose from now on, Maya Human IK doesn't like when the arms are down, had to fudge them around in zbrush to rig her up.
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I was part of the Fallout Cascadia team as an asset creator, fantastic group of guys and gals, learned a lot in my short time on the team.
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Now I am finishing up some 3D projects from last year and new ones. Was busy with 2D comic freelance work, no longer am I doing that.
Now I can focus 100% on my 3D. Crits and comments very welcome, thank you!
So is this guy.
I think something is missing on both textures, so I will sleep on it. Open to thoughts, have applied advice given in past here.
model
And this one is almost done, few details, like blade micro surface wear. Also building a stand, or modeling if you will.
I have it on my Sketchfab too. Won't clutter the thread with it.
Have done more work on this character.
https://sketchfab.com/splicer
Idea was to create energy effects for real time. This is problem, as it is depending on the engine used, alpha cards, particles, still a WIP.
I am seeing what you mean I think, the lips are curling up on the edges. Let me know if this helps you see it, I appreciate the help!
The pieces I will finish and will be deformed, like the mesh is deformed on some car or racing games.