I've been posting WIPs in my sketchbook. Thought I should break this out into it's own thread. Here are the WIPs so far. I'll be posting updates here from here forward.
[Posted February 1 2021] My concept sketch:
[Posted February 4 2021]
Most details are subject to change. Blade swirl is a displacement map and blade fuller details are floaters. I haven't quite found the grip shape I want. It's a bit too round as is, which is good for comfort, but in this case not so good for aesthetics IMO.
[Posted February 5 2021]
I'm trying out projecting mesh shapes from multiple subtools onto another into separate layers, allowing me to change larger forms of the handle while keeping my sculpted details (bodge job atm). The blade fuller is a displacement map which I've been tweaking in Photoshop, adding details and textures.
You may be asking how the hell the sword slides into this thing. Well, the top edge is open along most of it's length, except near the tip. The bottom edge is connected (sewed closed) along it's entire length.
@Sequence Thanks! I need to explore ways to get the feathers to look good in a lower poly form. I really like how they came out and have a few ideas about how I might use them in the final presentation scene.
I found an old raven skull sculpt I had made for an abandoned project. It was fairly blobby so I sculpted some more detail into it. I might find some use for it in this project.
This is high poly feathers and skull rendered in MT3:
Here is a quest item for the Skyrim mod. It will have an animation that will give the player a clue toward the path to finding the sword in-game. I sketched a concept and tried to modelled it fairly quickly. It is only a throw away quest item so I didn't want spend too much time on it. I want to experiment with some smart materials and tiling materials as a base for textures. Hopefully I can get decent results without too much manual texture tweaking.
High poly with tiled material in Marmoset Toolbag 4:
I used the "brass patina" and "ceramic glazed" stock smart materials in Toolbag 4 to get quick textures for this. I converted the PBR texture set into something that will work in Skyrim.
Replies
[Posted February 1 2021]
My concept sketch:
[Posted February 4 2021]
Most details are subject to change. Blade swirl is a displacement map and blade fuller details are floaters. I haven't quite found the grip shape I want. It's a bit too round as is, which is good for comfort, but in this case not so good for aesthetics IMO.
[Posted February 5 2021]
I'm trying out projecting mesh shapes from multiple subtools onto another into separate layers, allowing me to change larger forms of the handle while keeping my sculpted details (bodge job atm). The blade fuller is a displacement map which I've been tweaking in Photoshop, adding details and textures.
[Posted February 10 2021]
Added some feathers to my chopper. Used this tut to do it.
I've moved on adding sculpted details in zbrush. I applied my displacement maps to the blade.
You may be asking how the hell the sword slides into this thing. Well, the top edge is open along most of it's length, except near the tip. The bottom edge is connected (sewed closed) along it's entire length.
Thanks! I need to explore ways to get the feathers to look good in a lower poly form. I really like how they came out and have a few ideas about how I might use them in the final presentation scene.
This is high poly feathers and skull rendered in MT3:
High poly with tiled material in Marmoset Toolbag 4:
Materials in Nifskope 2.0