Hey,
For the next personal project I'm going to make a God of War Axe in 100% Substance Designer. I was inspired by projects were everything is done in Designer. I like the idea of creating a model with a height map.
The goal is to learn more about Designer and I'm curious to see what challenges I will face.
Of course this project is inspired by
The Viking Axe of Javier Perez.
REFERENCE:Photo of the axe in Marmoset.
Photo of what the graph looks like now.
I decided to breakdown the axe in different graph. The first part separate graph is the blade of the axe.
Replies
Feel free to give feedback.
Substance Designer screenshots
Marmoset screenshot
Overall I feel that I need to balance the height map more. This is a bit more challenging then I thought.
Here is an update, The main shapes are add and there is some detail added too.
For the coming day I'm going to balance the height map, refine shapes and add some more detail.
Things that I think that could still use some work
-More detail in the wood / localisation of damage or signs of usage
-Some tessellation artifacts
-The back of the blade with the details are dark and not that readable
-In marmoset the bottom metal part of the axe is a bit too dark.
Photo of the axe in Substance designer
These are more subtle details on the photo here
I also had the idea to take the project a bit further by making it into one procedural node. That can be used to quickly get different types of axes.
The photo below shows different types of axes that is generate by the node. (Renders from Substance Designer)
Photo below is the Axe node with as input custom materials and patterns
https://www.artstation.com/artwork/XBBDKR