Hello! I am currently a game art student working on improving my 3D modeling skills. I am making a game ready model of a sword. So far I have a block out done but plan on finishing the whole model in two weeks. I am new to this so I am looking for as much feedback as I can get.
This is the concept art by JuYoung Ha, found on ArtStation. (
https://www.artstation.com/artwork/D12Ne)Day 1: Here is my 3D block out. To see the wire frame here is my sketchfab link. (
https://skfb.ly/6xCQX) I hope to get lots of feedback. Thank you.
Day 2: Got further along on my block out. I am happy with the progress I have made so far. Next step finish the block out and turn it into a high poly model.
Day 3: finished my highpoly model and have exported it into Zbrush. Time to start sculpting!
Replies
Thank you for the encouraging feedback! I see what you mean about the hilt and you are right. For the cloth, I tried to make it like tassels but it isn’t working out very well. So I’ve decided that I am going to use a plane instead and do an alpha map for the cloth and the particles around it.
To me it feels like the thing attached to the hilt is a bit too "low resolution" compared to the rest of the sword which looks sharp and smooth, I would personally add a few loops between the corners where the direction changes to round the shape more and make it look like it is not a solid piece but really floating in the air. It really depends what kind of material and final use for it though (game with low poly budget? static piece or rigged?).
I guess you just started working on it so can't judge much, but I have some trouble understanding the blade's material, it looks more matte than metal, I would imagine it is closer to a torched or ionized blade but I am not sure what's your plan for this.
Sorry for my poor English I hope it wasn't too confusing and keep up the good work, that's a cool looking piece!
Thank you @Yedp for the feedback. I agree with you, that part does not look as sharp as the blade. I am not sure if I will be able to go back in and fix it sadly because this is an assignment for a class and it is due soon. Next model I will try not to compromise the shape for low number of polys. It also will not be going into a game but it will be rendered out so I can add cool effects to it.
Right now I am trying to make it as close to the concept art as possible. Also there is a back piece that will be symmetried over to the front which may help with the floating look. Next time I post I will take more shots from different angels.
Concept art by JuYoung Ha, found on ArtStation. (https://www.artstation.com/artwork/D12Ne)
My low poly game ready model.
Concept art by JuYoung Ha, found on ArtStation. (https://www.artstation.com/artwork/D12Ne)
My low poly game ready model.
Concept art by JuYoung Ha, found on ArtStation. (https://www.artstation.com/artwork/D12Ne)
My low poly game ready model.
Model: 3ds Max
UV: 3ds Max
Baking: Substance Painter
Textured: Substance Painter
My process for the Camaro ZL1
I used CAD data and prepped the vehicle for production (including applying materials). Then I designed the layout for my scene. Next, I build the road and post in RailClone. I also created the lighting using an HDRI and the camera animation. I sculpted and textured the mountain in the foreground, as well as using forest pack for my vegetation. All the trees and bushes up close are hand placed. Then I rendered out of V-Ray. Lastly, I composited in Nuke and put everything together in After Effects.
This summer I had an internship at Pluto (https://hellopluto.com/). I very much so enjoyed every minute of it. I learned so much that my brain hurt sometimes. Everyone at the studio was extremely nice and truly passionate about their work and helping everyone to succeed. I cannot be more grateful for this opportunity. I am looking forward to continuing the relationships I made. Thank you so much, Ian O’Malley (https://www.artstation.com/omalleyian) for teaching me. And Jesse for always showing me cool tricks.