Hi, my first post on this board here. As a quick intro, i am an AD working in gaming industry, with background in illustration, however lost the spark towards 2D art almost completely, so im switching over to 3D modeling, how permanently i dont know, but im already addicted. Been learning Modo for just about a month now, substance painter even less. Im a huge fan of anything medieval, so i thought it would be a great idea to start off with making simple assets in accordance to the theme. My intentions are to learn the asset pipeline completely for game production, so all of this is eventually going to UE4 engine, when i get around to learn it :P
First few weapons i made, before i learned how to properly bake in normals, geometry and proportions were pretty bad
Got some crucial advice on normal baking and made this longsword couple days ago, as well as redoing the cavalry axe from the previous picture, as its one of my all time favorite weapon designs
Now im working on an anvil setup i started as my first 3D hardsurface project, a lot of it had to be remade completely due to broken and bad geometry, the wooden block is a placeholder, going to sculpt it in zbrush and baking in the normals from that
Replies
I would recommend sculpting in zbrush with the highpoly, to add personalized wear details such as chips and scratches on the edges of the metal and wood.
For the poleaxe and crossbow, you could add or increase the wood normal/ bump map texture to have a subtle depth to the wood grain.
keep up the good work!
One thing I can say is don't be afraid to use triangles to terminate edge loops! This'll save a ton of geometry, like in this example screenshot, and will bake just fine in most cases since these are static, non-deforming objects
Couple more, had a period of hiatus due to busy times at work, but now ive got all the time to make these again.