I really wanted to start doing some R&D on how this "spectral / corrupted" energy was gonna work. So I did a quick UV and bake for the blade only and toyed around with materials in Marmoset.
Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh.
Let me know if you have any close sculpting tips you swear by!
Here is a preview of the VFX that will be emanating from the center of the crystal. It's a little compressed and the effect itself is probably too strong but I will refine this as I go. I had a lot of fun with this part.
Doing some bake testing right now and getting closer to texturing! Got just a bit of cleanup on the bakes and then should be good-to-go! I may end up reworking the center crystal if I can't get the faceting to read how I'd like.
Little more lookdev for the crystal. I want to have this super distinct iris in the center but right now I'm using a high poly mesh as a placeholder to visualize.
Little bit more here, bringing in some of the blade. I've been using some hacked together texture maps from google images and I think I'm at the point now where I need to start texturing and authoring some custom maps. The ones I'm using right now are pretty low res but they were pretty helpful up to this point with establishing a baseline for the materials.
Definitely let me know if anyone has any tips to get more depth from this kind of asset or if anyone has feedback to push it!
Replies
Original concept by Ryoma
First pass blockout
Shape refinement and HP pass
Buffing out some smoothing and adding some wear in Zbrush
I really wanted to start doing some R&D on how this "spectral / corrupted" energy was gonna work. So I did a quick UV and bake for the blade only and toyed around with materials in Marmoset.
Refinement on that pass, this is where it currently stands while I tackle the HP sculpt.
HP sculpt update, tackling the cloth. Got some feedback to reduce the noise and up the scale of the straps.
Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh.
Let me know if you have any close sculpting tips you swear by!
Really appreciate it! Thanks for stopping by and having a look, I'm excited to take this one through!
@LouisPhilippe
Thank you! I've been having a lot of fun tinkering around with that part.
@Aydhe
Thanks! I appreciate you taking a look!
Here is a preview of the VFX that will be emanating from the center of the crystal. It's a little compressed and the effect itself is probably too strong but I will refine this as I go. I had a lot of fun with this part.
Doing some bake testing right now and getting closer to texturing! Got just a bit of cleanup on the bakes and then should be good-to-go!
I may end up reworking the center crystal if I can't get the faceting to read how I'd like.
Little more lookdev for the crystal. I want to have this super distinct iris in the center but right now I'm using a high poly mesh as a placeholder to visualize.
Little bit more here, bringing in some of the blade. I've been using some hacked together texture maps from google images and I think I'm at the point now where I need to start texturing and authoring some custom maps. The ones I'm using right now are pretty low res but they were pretty helpful up to this point with establishing a baseline for the materials.
Definitely let me know if anyone has any tips to get more depth from this kind of asset or if anyone has feedback to push it!
Finally have had some time to sit down and keep after it. Got some updates! Let me know if anyone has feedback or critique.
Cheers!
I got a bit more polish I to put on it but it's getting there!
https://www.artstation.com/artwork/gJXvvP